pulseaudio: a couple minor tweaks.
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@@ -533,6 +533,7 @@ static void PULSEAUDIO_CloseDevice(SDL_AudioDevice *device)
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PULSEAUDIO_pa_stream_disconnect(device->hidden->stream);
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PULSEAUDIO_pa_stream_disconnect(device->hidden->stream);
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PULSEAUDIO_pa_stream_unref(device->hidden->stream);
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PULSEAUDIO_pa_stream_unref(device->hidden->stream);
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}
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}
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PULSEAUDIO_pa_threaded_mainloop_signal(pulseaudio_threaded_mainloop, 0); // in case the device thread is waiting somewhere, this will unblock it.
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PULSEAUDIO_pa_threaded_mainloop_unlock(pulseaudio_threaded_mainloop);
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PULSEAUDIO_pa_threaded_mainloop_unlock(pulseaudio_threaded_mainloop);
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SDL_free(device->hidden->mixbuf);
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SDL_free(device->hidden->mixbuf);
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@@ -560,10 +561,7 @@ static void SourceDeviceNameCallback(pa_context *c, const pa_source_info *i, int
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static SDL_bool FindDeviceName(struct SDL_PrivateAudioData *h, const SDL_bool iscapture, void *handle)
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static SDL_bool FindDeviceName(struct SDL_PrivateAudioData *h, const SDL_bool iscapture, void *handle)
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{
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{
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if (handle == NULL) { /* NULL == default device. */
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SDL_assert(handle != NULL); // this was a thing in SDL2, but shouldn't be in SDL3.
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return SDL_TRUE;
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}
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const uint32_t idx = ((uint32_t)((intptr_t)handle)) - 1;
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const uint32_t idx = ((uint32_t)((intptr_t)handle)) - 1;
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if (iscapture) {
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if (iscapture) {
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