wxString wxSAudioFilename;
wxString wxSAudioMIMEType;
sf::SoundBuffer AudioBuffer;
- size_t len;
+ wxFileOffset len;
std::string b64enc;
wxSAudioFilename = fipSound->GetPath();
*/
if (AudioFile.Open(wxSAudioFilename, wxFile::read)){
- size_t flen;
+ ssize_t flen;
len = AudioFile.Length();
unsigned char* AudioFileData = new unsigned char[len];
- flen = AudioFile.Read(AudioFileData, len);
+ flen = AudioFile.Read(AudioFileData, (size_t)len);
// Get MIME Type.
// Check to make sure it is an audio file.
- if (!AudioBuffer.loadFromMemory(AudioFileData, len)){
+ if (!AudioBuffer.loadFromMemory(AudioFileData, (size_t)len)){
// Can't load file. We must flee...
// Also show an error message too.