ci: Update Cryville.Audio
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@@ -124,9 +124,10 @@ namespace Cryville.Crtr {
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#error No FFmpeg search path.
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#endif
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var audioEngineBuilder = new EngineBuilder();
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#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
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EngineBuilder.Engines.Add(typeof(Audio.Wasapi.MMDeviceEnumeratorWrapper));
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EngineBuilder.Engines.Add(typeof(Audio.WaveformAudio.WaveDeviceManager));
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audioEngineBuilder.Engines.Add(typeof(Audio.Wasapi.MMDeviceEnumeratorWrapper));
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audioEngineBuilder.Engines.Add(typeof(Audio.WaveformAudio.WaveDeviceManager));
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#elif UNITY_ANDROID
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EngineBuilder.Engines.Add(typeof(Audio.AAudio.AAudioManager));
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EngineBuilder.Engines.Add(typeof(Audio.OpenSLES.Engine));
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@@ -135,7 +136,7 @@ namespace Cryville.Crtr {
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#endif
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while (true) {
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try {
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AudioManager = EngineBuilder.Create();
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AudioManager = audioEngineBuilder.Create();
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if (AudioManager == null) {
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Dialog.Show(null, "Fatal error: Cannot initialize audio engine");
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MainLogger.Log(5, "Audio", "Cannot initialize audio engine");
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@@ -160,7 +161,7 @@ namespace Cryville.Crtr {
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Dialog.Show(null, "An error occurred while trying to initialize the recommended audio engine\nTrying to use fallback audio engines");
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MainLogger.Log(4, "Audio", "An error occurred when initializing the audio engine: {0}", ex);
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MainLogger.Log(2, "Audio", "Trying to use fallback audio engines");
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EngineBuilder.Engines.Remove(AudioManager.GetType());
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audioEngineBuilder.Engines.Remove(AudioManager.GetType());
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}
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}
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