mirror of https://github.com/libsdl-org/SDL
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.
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@ -162,7 +162,7 @@ endmacro()
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# - HAVE_SDL_LOADSO opt
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macro(CheckPulseAudio)
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if(SDL_PULSEAUDIO)
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set(PulseAudio_PKG_CONFIG_SPEC "libpulse>=5.0")
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set(PulseAudio_PKG_CONFIG_SPEC "libpulse>=0.9.15")
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pkg_check_modules(PC_PULSEAUDIO IMPORTED_TARGET ${PulseAudio_PKG_CONFIG_SPEC})
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if(PC_PULSEAUDIO_FOUND)
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set(HAVE_PULSEAUDIO TRUE)
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@ -188,7 +188,6 @@ static int load_pulseaudio_syms(void)
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SDL_PULSEAUDIO_SYM(pa_threaded_mainloop_wait);
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SDL_PULSEAUDIO_SYM(pa_threaded_mainloop_signal);
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SDL_PULSEAUDIO_SYM(pa_threaded_mainloop_free);
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SDL_PULSEAUDIO_SYM(pa_threaded_mainloop_set_name);
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SDL_PULSEAUDIO_SYM(pa_operation_get_state);
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SDL_PULSEAUDIO_SYM(pa_operation_cancel);
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SDL_PULSEAUDIO_SYM(pa_operation_set_state_callback);
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@ -225,6 +224,15 @@ static int load_pulseaudio_syms(void)
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SDL_PULSEAUDIO_SYM(pa_stream_set_read_callback);
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SDL_PULSEAUDIO_SYM(pa_context_get_server_info);
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/* optional */
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#ifdef SDL_AUDIO_DRIVER_PULSEAUDIO_DYNAMIC
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load_pulseaudio_sym("pa_threaded_mainloop_set_name", (void **)(char *)&PULSEAUDIO_pa_threaded_mainloop_set_name);
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#elif (PA_PROTOCOL_VERSION >= 29)
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PULSEAUDIO_pa_threaded_mainloop_set_name = pa_threaded_mainloop_set_name;
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#else
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PULSEAUDIO_pa_threaded_mainloop_set_name = NULL;
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#endif
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return 0;
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}
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@ -310,7 +318,9 @@ static int ConnectToPulseServer(void)
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return SDL_SetError("pa_threaded_mainloop_new() failed");
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}
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if (PULSEAUDIO_pa_threaded_mainloop_set_name) {
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PULSEAUDIO_pa_threaded_mainloop_set_name(pulseaudio_threaded_mainloop, "PulseMainloop");
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}
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if (PULSEAUDIO_pa_threaded_mainloop_start(pulseaudio_threaded_mainloop) < 0) {
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PULSEAUDIO_pa_threaded_mainloop_free(pulseaudio_threaded_mainloop);
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