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Hotfix crash in OSX engine dialog.
This is not really a fix, just some quick hack to make ardour start at all if there’s no prior CoreAudio EngineState in the config.
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3 changed files with 7 additions and 0 deletions
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@ -224,6 +224,9 @@ float WavesAudioBackend::default_sample_rate () const
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uint32_t
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WavesAudioBackend::default_buffer_size (const std::string& device_name) const
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{
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#ifdef __APPLE__
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return AudioBackend::default_buffer_size (device_name);
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#else
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DeviceInfo devInfo;
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WTErr err = _audio_device_manager.GetDeviceInfoByName(device_name, devInfo);
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@ -233,6 +236,7 @@ WavesAudioBackend::default_buffer_size (const std::string& device_name) const
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}
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return devInfo.m_DefaultBufferSize;
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#endif
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}
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std::vector<uint32_t>
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@ -115,6 +115,7 @@ WCMRCoreAudioDevice::WCMRCoreAudioDevice (WCMRCoreAudioDeviceManager *pManager,
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m_CurrentSamplingRate = DEFAULT_SR;
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m_CurrentBufferSize = DEFAULT_BUFFERSIZE;
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m_DefaultBufferSize = DEFAULT_BUFFERSIZE;
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m_StopRequested = true;
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m_pInputData = NULL;
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@ -64,6 +64,8 @@ WCMRNativeAudioNoneDevice::WCMRNativeAudioNoneDevice (WCMRAudioDeviceManager *pM
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}
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_m_inputBuffer = new float[__m_NumInputChannels * m_BufferSizes.back()];
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_m_outputBuffer = new float[__m_NumOutputChannels * m_BufferSizes.back()];
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m_DefaultBufferSize = m_BufferSizes.back();
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m_CurrentBufferSize = m_BufferSizes.back();
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}
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