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engine: platform: sdl: try to avoid random crash in SDL pulse audio driver

pull/2/head
Alibek Omarov 1 year ago
parent
commit
323626c308
  1. 7
      engine/platform/sdl/s_sdl.c

7
engine/platform/sdl/s_sdl.c

@ -21,13 +21,12 @@ GNU General Public License for more details. @@ -21,13 +21,12 @@ GNU General Public License for more details.
#include "voice.h"
#include <SDL.h>
#include <stdlib.h>
#define SAMPLE_16BIT_SHIFT 1
#define SECONDARY_BUFFER_SIZE 0x10000
#if ! SDL_VERSION_ATLEAST( 2, 0, 0 )
#include <stdlib.h>
#define SDL_setenv setenv
#define SDL_GetCurrentAudioDriver() "legacysdl"
#define SDL_OpenAudioDevice( a, b, c, d, e ) SDL_OpenAudio( ( c ), ( d ) )
#define SDL_CloseAudioDevice( a ) SDL_CloseAudio()
@ -99,8 +98,8 @@ qboolean SNDDMA_Init( void ) @@ -99,8 +98,8 @@ qboolean SNDDMA_Init( void )
// even if we don't have PA
// we still can safely set env variables
SDL_setenv( "PULSE_PROP_application.name", GI->title, 1 );
SDL_setenv( "PULSE_PROP_media.role", "game", 1 );
setenv( "PULSE_PROP_application.name", GI->title, 1 );
setenv( "PULSE_PROP_media.role", "game", 1 );
memset( &desired, 0, sizeof( desired ) );
desired.freq = SOUND_DMA_SPEED;

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