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audout: Fix a possible crash with SDL2 when the SDL2 audio backend is dummy (#4605)
This change makes audio device error not fatal. In case of error, the SDL2 audio backend will behave like the dummy backend.
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@ -18,6 +18,7 @@ namespace Ryujinx.Audio.Backends.SDL2
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private ulong _playedSampleCount;
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private ManualResetEvent _updateRequiredEvent;
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private uint _outputStream;
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private bool _hasSetupError;
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private SDL_AudioCallback _callbackDelegate;
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private int _bytesPerFrame;
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private uint _sampleCount;
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@ -42,7 +43,7 @@ namespace Ryujinx.Audio.Backends.SDL2
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private void EnsureAudioStreamSetup(AudioBuffer buffer)
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{
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uint bufferSampleCount = (uint)GetSampleCount(buffer);
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bool needAudioSetup = _outputStream == 0 ||
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bool needAudioSetup = (_outputStream == 0 && !_hasSetupError) ||
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(bufferSampleCount >= Constants.TargetSampleCount && bufferSampleCount < _sampleCount);
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if (needAudioSetup)
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@ -51,12 +52,9 @@ namespace Ryujinx.Audio.Backends.SDL2
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uint newOutputStream = SDL2HardwareDeviceDriver.OpenStream(RequestedSampleFormat, RequestedSampleRate, RequestedChannelCount, _sampleCount, _callbackDelegate);
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if (newOutputStream == 0)
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{
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// No stream in place, this is unexpected.
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throw new InvalidOperationException($"OpenStream failed with error: \"{SDL_GetError()}\"");
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}
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else
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_hasSetupError = newOutputStream == 0;
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if (!_hasSetupError)
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{
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if (_outputStream != 0)
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{
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@ -151,12 +149,21 @@ namespace Ryujinx.Audio.Backends.SDL2
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{
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EnsureAudioStreamSetup(buffer);
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if (_outputStream != 0)
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{
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SDL2AudioBuffer driverBuffer = new SDL2AudioBuffer(buffer.DataPointer, GetSampleCount(buffer));
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_ringBuffer.Write(buffer.Data, 0, buffer.Data.Length);
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_queuedBuffers.Enqueue(driverBuffer);
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}
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else
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{
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Interlocked.Add(ref _playedSampleCount, GetSampleCount(buffer));
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_updateRequiredEvent.Set();
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}
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}
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public override void SetVolume(float volume)
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{
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