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https://github.com/FWGS/xash3d-fwgs
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engine: platform: sdl: set directsound as default audio driver on Windows, due to incompatibilities with mods
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@ -99,13 +99,43 @@ qboolean SNDDMA_Init( void )
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{
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SDL_AudioSpec desired, obtained;
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int samplecount;
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const char *driver = NULL;
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// Modders often tend to use proprietary crappy solutions
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// like FMOD to play music, sometimes even with versions outdated by a few decades!
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//
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// As these bullshit sound engines prefer to use DirectSound, we ask SDL2 to do
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// the same. Why you might ask? If SDL2 uses another audio API, like WASAPI on
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// more modern versions of Windows, it breaks the logic inside Windows, and the whole
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// application could hang in WaitFor{Single,Multiple}Object function, either called by
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// SDL2 if FMOD was shut down first, or deep in dsound.dll->fmod.dll if SDL2 audio
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// was shut down first.
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//
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// I honestly don't know who is the real culprit here: FMOD, HL modders, Windows, SDL2
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// or us.
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//
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// Also, fun note, GoldSrc seems doesn't use SDL2 for sound stuff at all, as nothing
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// reference SDL audio functions there. It's probably has DirectSound backend, that's
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// why modders never stumble upon this bug.
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#if XASH_WIN32
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driver = "directsound";
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if( SDL_getenv( "SDL_AUDIODRIVER" ))
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driver = NULL; // let SDL2 and user decide
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SDL_SetHint( SDL_HINT_AUDIODRIVER, driver );
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#endif // XASH_WIN32
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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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SDL_setenv( "PULSE_PROP_application.name", GI->title, 1 );
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SDL_setenv( "PULSE_PROP_media.role", "game", 1 );
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if( SDL_Init( SDL_INIT_AUDIO ))
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// reinitialize SDL with our driver just in case
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if( SDL_WasInit( SDL_INIT_AUDIO ))
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SDL_QuitSubSystem( SDL_INIT_AUDIO );
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if( SDL_InitSubSystem( SDL_INIT_AUDIO ))
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{
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Con_Reportf( S_ERROR "Audio: SDL: %s \n", SDL_GetError( ) );
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return false;
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@ -212,7 +242,7 @@ void SNDDMA_Shutdown( void )
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}
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#if !XASH_EMSCRIPTEN
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if( SDL_WasInit( SDL_INIT_AUDIO ) )
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if( SDL_WasInit( SDL_INIT_AUDIO ))
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SDL_QuitSubSystem( SDL_INIT_AUDIO );
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#endif
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