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audio: always try INT16 depth first and use FLOAT32 as a fallback
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1 changed files with 2 additions and 8 deletions
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@ -273,16 +273,10 @@ SYMBOL_EXPORT struct Game* libsuperderpy_init(int argc, char** argv, const char*
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}
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int samplerate = strtol(GetConfigOptionDefault(game, "SuperDerpy", "samplerate", "44100"), NULL, 10);
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#ifdef ALLEGRO_ANDROID
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ALLEGRO_AUDIO_DEPTH depth = ALLEGRO_AUDIO_DEPTH_INT16;
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#else
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ALLEGRO_AUDIO_DEPTH depth = ALLEGRO_AUDIO_DEPTH_FLOAT32;
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#endif
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game->audio.v = al_create_voice(samplerate, depth, ALLEGRO_CHANNEL_CONF_2);
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game->audio.v = al_create_voice(samplerate, ALLEGRO_AUDIO_DEPTH_INT16, ALLEGRO_CHANNEL_CONF_2);
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if (!game->audio.v) {
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// fallback
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depth = (depth == ALLEGRO_AUDIO_DEPTH_FLOAT32) ? ALLEGRO_AUDIO_DEPTH_INT16 : ALLEGRO_AUDIO_DEPTH_FLOAT32;
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game->audio.v = al_create_voice(samplerate, depth, ALLEGRO_CHANNEL_CONF_2);
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game->audio.v = al_create_voice(samplerate, ALLEGRO_AUDIO_DEPTH_FLOAT32, ALLEGRO_CHANNEL_CONF_2);
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}
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game->audio.mixer = al_create_mixer(samplerate, ALLEGRO_AUDIO_DEPTH_FLOAT32, ALLEGRO_CHANNEL_CONF_2);
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game->audio.fx = al_create_mixer(samplerate, ALLEGRO_AUDIO_DEPTH_FLOAT32, ALLEGRO_CHANNEL_CONF_2);
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