u32 sound_frequency = 44100;
-SDL_AudioSpec sound_settings;
SDL_mutex *sound_mutex;
-SDL_cond *sound_cv;
+static SDL_cond *sound_cv;
#ifdef PSP_BUILD
u32 audio_buffer_size_number = 1;
u32 audio_buffer_size_number = 8;
#endif
-u32 audio_buffer_size;
-u32 sound_on = 0;
-s16 sound_buffer[BUFFER_SIZE];
-u32 sound_buffer_base = 0;
+u32 sound_on;
+static u32 audio_buffer_size;
+static s16 sound_buffer[BUFFER_SIZE];
+static u32 sound_buffer_base;
-u32 sound_last_cpu_ticks = 0;
-fixed16_16 gbc_sound_tick_step;
+static u32 sound_last_cpu_ticks;
+static fixed16_16 gbc_sound_tick_step;
-u32 sound_exit_flag;
+static u32 sound_exit_flag;
// Queue 1, 2, or 4 samples to the top of the DS FIFO, wrap around circularly
void init_sound()
{
+ SDL_AudioSpec sound_settings;
+
#ifdef PSP_BUILD
audio_buffer_size = (audio_buffer_size_number * 1024) + 3072;
#else