Rework audio renderer selection to fall back and treat ML_AUDIO as a hard selection

This commit is contained in:
Cameron Gutman
2019-07-26 12:50:45 -04:00
parent 897f6fdd3e
commit 7acf91883a
3 changed files with 93 additions and 53 deletions

View File

@@ -350,12 +350,6 @@ bool Session::initialize()
"Encoder configured for %d slices per frame",
slices);
LiInitializeAudioCallbacks(&m_AudioCallbacks);
m_AudioCallbacks.init = arInit;
m_AudioCallbacks.cleanup = arCleanup;
m_AudioCallbacks.decodeAndPlaySample = arDecodeAndPlaySample;
m_AudioCallbacks.capabilities = getAudioRendererCapabilities();
LiInitializeStreamConfiguration(&m_StreamConfig);
m_StreamConfig.width = m_Preferences->width;
m_StreamConfig.height = m_Preferences->height;
@@ -385,6 +379,12 @@ bool Session::initialize()
break;
}
LiInitializeAudioCallbacks(&m_AudioCallbacks);
m_AudioCallbacks.init = arInit;
m_AudioCallbacks.cleanup = arCleanup;
m_AudioCallbacks.decodeAndPlaySample = arDecodeAndPlaySample;
m_AudioCallbacks.capabilities = getAudioRendererCapabilities(m_StreamConfig.audioConfiguration);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Audio configuration: %d",
m_StreamConfig.audioConfiguration);