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Make "Experimental" PulseAudio Backend A Viable Option #104
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ChristopherHX
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minecraft-linux:master
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Morxemplum:make_pulseaudio_viable
Dec 6, 2024
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Original file line number | Diff line number | Diff line change |
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@@ -52,7 +52,7 @@ void AudioDevice::write(std::shared_ptr<FakeJni::JByteArray> data, FakeJni::JInt | |
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void AudioDevice::write2(std::shared_ptr<FakeJni::JShortArray> data, FakeJni::JInt length) { | ||
int error = 0; | ||
if(s && pa_simple_write(s, data->getArray(), length, &error)) { | ||
if(s && pa_simple_write(s, data->getArray(), length * 2, &error)) { | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Good catch, you might noticed this is no longer used legacy code as of release 1.0.0. |
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pa_simple_free(s); | ||
s = nullptr; | ||
auto errormsg = pa_strerror(error); | ||
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This link lib is only for audio, e.g. sdl3_audio has it's own SDL_init call for the audio subsystem and is independent from game window.
So it doesn't make sense for me to be enabled if USE_SDL3_AUDIO is off, please join USE_SDL3_AUDIO and TARGET SDL3::SDL3 via and, make
if (NOT USE_SDL3_AUDIO)
an else() again. Repeating conditions seems unnecessary to meThere was a problem hiding this comment.
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Ah. I see, I thought that TARGET SDL3::SDL3 entailed the whole SDL3 system, not just audio. My mistake. Will improve this!