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Fixed an issue where the application would hang if there were no audio devices available.
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@ -19,6 +19,7 @@ std::vector<std::shared_ptr<Sound>> AudioManager::sSoundVector;
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SDL_AudioDeviceID AudioManager::sAudioDevice = 0;
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SDL_AudioSpec AudioManager::sAudioFormat;
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SDL_AudioStream* AudioManager::sConversionStream;
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bool AudioManager::sHasAudioDevice = true;
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AudioManager::AudioManager()
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{
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@ -75,6 +76,7 @@ void AudioManager::init()
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if (sAudioDevice == 0) {
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LOG(LogError) << "Unable to open audio device: " << SDL_GetError();
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sHasAudioDevice = false;
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}
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if (sAudioFormat.freq != sRequestedAudioFormat.freq) {
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@ -33,6 +33,8 @@ public:
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// Used for streaming audio from videos.
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void processStream(const void *samples, unsigned count);
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bool getHasAudioDevice() { return sHasAudioDevice; };
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static SDL_AudioDeviceID sAudioDevice;
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static SDL_AudioSpec sAudioFormat;
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@ -44,6 +46,7 @@ private:
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static SDL_AudioStream* sConversionStream;
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static std::vector<std::shared_ptr<Sound>> sSoundVector;
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static std::shared_ptr<AudioManager> sInstance;
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static bool sHasAudioDevice;
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};
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#endif // ES_CORE_AUDIO_MANAGER_H
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@ -148,6 +148,9 @@ void Sound::play()
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if (!Settings::getInstance()->getBool("NavigationSounds"))
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return;
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if (!AudioManager::getInstance()->getHasAudioDevice())
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return;
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SDL_LockAudioDevice(AudioManager::sAudioDevice);
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if (playing)
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