Rework audio renderer selection to fall back and treat ML_AUDIO as a hard selection
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897f6fdd3e
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7acf91883a
3 changed files with 93 additions and 53 deletions
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@ -350,12 +350,6 @@ bool Session::initialize()
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"Encoder configured for %d slices per frame",
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slices);
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LiInitializeAudioCallbacks(&m_AudioCallbacks);
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m_AudioCallbacks.init = arInit;
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m_AudioCallbacks.cleanup = arCleanup;
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m_AudioCallbacks.decodeAndPlaySample = arDecodeAndPlaySample;
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m_AudioCallbacks.capabilities = getAudioRendererCapabilities();
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LiInitializeStreamConfiguration(&m_StreamConfig);
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m_StreamConfig.width = m_Preferences->width;
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m_StreamConfig.height = m_Preferences->height;
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@ -385,6 +379,12 @@ bool Session::initialize()
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break;
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}
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LiInitializeAudioCallbacks(&m_AudioCallbacks);
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m_AudioCallbacks.init = arInit;
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m_AudioCallbacks.cleanup = arCleanup;
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m_AudioCallbacks.decodeAndPlaySample = arDecodeAndPlaySample;
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m_AudioCallbacks.capabilities = getAudioRendererCapabilities(m_StreamConfig.audioConfiguration);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Audio configuration: %d",
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m_StreamConfig.audioConfiguration);
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