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