pulseaudio: Revert "pulseaudio: Require PulseAudio 5.0 or later for SDL3."

This reverts commit 6fd0613ac8.

Turns out that the Steam Runtime is still on PulseAudio 1.1, and the only
thing we (currently) need a newer Pulse for is pa_threaded_mainloop_set_name,
so let's just go back to treating that symbol as optional.

We might need to force a higher version at some point, but it's not worth it
over this.
This commit is contained in:
Ryan C. Gordon 2023-09-28 10:15:53 -04:00
parent 4db2b968af
commit 280c2c1d7d
No known key found for this signature in database
GPG Key ID: FA148B892AB48044
2 changed files with 13 additions and 3 deletions

View File

@ -162,7 +162,7 @@ endmacro()
# - HAVE_SDL_LOADSO opt
macro(CheckPulseAudio)
if(SDL_PULSEAUDIO)
set(PulseAudio_PKG_CONFIG_SPEC "libpulse>=5.0")
set(PulseAudio_PKG_CONFIG_SPEC "libpulse>=0.9.15")
pkg_check_modules(PC_PULSEAUDIO IMPORTED_TARGET ${PulseAudio_PKG_CONFIG_SPEC})
if(PC_PULSEAUDIO_FOUND)
set(HAVE_PULSEAUDIO TRUE)

View File

@ -188,7 +188,6 @@ static int load_pulseaudio_syms(void)
SDL_PULSEAUDIO_SYM(pa_threaded_mainloop_wait);
SDL_PULSEAUDIO_SYM(pa_threaded_mainloop_signal);
SDL_PULSEAUDIO_SYM(pa_threaded_mainloop_free);
SDL_PULSEAUDIO_SYM(pa_threaded_mainloop_set_name);
SDL_PULSEAUDIO_SYM(pa_operation_get_state);
SDL_PULSEAUDIO_SYM(pa_operation_cancel);
SDL_PULSEAUDIO_SYM(pa_operation_set_state_callback);
@ -225,6 +224,15 @@ static int load_pulseaudio_syms(void)
SDL_PULSEAUDIO_SYM(pa_stream_set_read_callback);
SDL_PULSEAUDIO_SYM(pa_context_get_server_info);
/* optional */
#ifdef SDL_AUDIO_DRIVER_PULSEAUDIO_DYNAMIC
load_pulseaudio_sym("pa_threaded_mainloop_set_name", (void **)(char *)&PULSEAUDIO_pa_threaded_mainloop_set_name);
#elif (PA_PROTOCOL_VERSION >= 29)
PULSEAUDIO_pa_threaded_mainloop_set_name = pa_threaded_mainloop_set_name;
#else
PULSEAUDIO_pa_threaded_mainloop_set_name = NULL;
#endif
return 0;
}
@ -310,7 +318,9 @@ static int ConnectToPulseServer(void)
return SDL_SetError("pa_threaded_mainloop_new() failed");
}
PULSEAUDIO_pa_threaded_mainloop_set_name(pulseaudio_threaded_mainloop, "PulseMainloop");
if (PULSEAUDIO_pa_threaded_mainloop_set_name) {
PULSEAUDIO_pa_threaded_mainloop_set_name(pulseaudio_threaded_mainloop, "PulseMainloop");
}
if (PULSEAUDIO_pa_threaded_mainloop_start(pulseaudio_threaded_mainloop) < 0) {
PULSEAUDIO_pa_threaded_mainloop_free(pulseaudio_threaded_mainloop);