Add extra fallback logic for audio engine initialization.

This commit is contained in:
2022-11-20 13:29:09 +08:00
parent 40d75a91c6
commit d4b12bf3f7

View File

@@ -76,14 +76,30 @@ namespace Cryville.Crtr {
#if UNITY_ANDROID
Cryville.Audio.OpenSL.OutputClient.CallbackFunction = audioCallback;
#endif
AudioManager = EngineBuilder.Create();
Logger.Log("main", 1, "Audio", "Using audio API: {0}", AudioManager.GetType().Namespace);
AudioClient = AudioManager.GetDefaultDevice(DataFlow.Out).Connect();
AudioClient.Init(AudioClient.DefaultFormat);
AudioClient.Source = AudioSequencer = new SimpleSequencerSource();
AudioSession = AudioSequencer.NewSession();
AudioSequencer.Playing = true;
AudioClient.Start();
while (true) {
try {
AudioManager = EngineBuilder.Create();
if (AudioManager == null) {
Popup.Create("Cannot initialize audio engine");
Logger.Log("main", 5, "Audio", "Cannot initialize audio engine");
}
else {
Logger.Log("main", 1, "Audio", "Using audio API: {0}", AudioManager.GetType().Namespace);
AudioClient = AudioManager.GetDefaultDevice(DataFlow.Out).Connect();
AudioClient.Init(AudioClient.DefaultFormat);
AudioClient.Source = AudioSequencer = new SimpleSequencerSource();
AudioSession = AudioSequencer.NewSession();
AudioSequencer.Playing = true;
AudioClient.Start();
}
break;
}
catch (Exception ex) {
Logger.Log("main", 4, "Audio", "An error occured when initializing the audio engine: {0}", ex);
Logger.Log("main", 3, "Audio", "Trying to use fallback audio engines");
EngineBuilder.Engines.Remove(AudioManager.GetType());
}
}
ChartPlayer.motionRegistry = new Dictionary<Identifier, MotionRegistry> {
{ "pt" , new MotionRegistry(typeof(VecPt)) },