Fix SFX and MIDI music not playing on Android
snd_start_digital() opened two separate SDL audio devices - a raw one for cutscene/audiolog audio and a second via Mix_OpenAudio() for SFX/MIDI - but Android's audio backends only ever allow one open non-capture device, so the second open always failed silently. - Consolidate onto a single Mix_OpenAudio() device; cutscene/audiolog PCM is now mixed into its output via Mix_SetPostMix() instead of a dedicated device (16-android-audio-single-device.patch) - Add SDL_GetError() to the failure log so a future open failure is actually diagnosable (15-android-audio-error-detail.patch) - Make NativeMidiInit() report failure on platforms with no real implementation (Android included), instead of silently claiming success without opening anything (17-android-native-midi-unsupported.patch) - Strengthen the OpenSL ES driver hint to SDL_HINT_OVERRIDE and log the active audio driver as a standing diagnostic (05-android-audio-driver.patch)
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@@ -1,6 +1,6 @@
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--- a/src/MacSrc/Shock.c
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+++ b/src/MacSrc/Shock.c
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@@ -162,6 +162,17 @@
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@@ -162,9 +162,26 @@
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void InitSDL() {
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SDL_SetHint(SDL_HINT_NO_SIGNAL_HANDLERS, "1");
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SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
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@@ -12,9 +12,18 @@
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+ // src/audio/aaudio/SDL_aaudio.c). SDLSound.c opens two: one directly via
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+ // SDL_OpenAudioDevice() for cutscene audio, one via Mix_OpenAudio() for
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+ // SFX/MIDI. The older OpenSL ES backend has no such limitation, so force
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+ // it instead of AAudio.
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+ SDL_SetHint(SDL_HINT_AUDIODRIVER, "openslES");
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+ // it instead of AAudio. Uses SDL_HINT_OVERRIDE priority so nothing set
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+ // earlier (or by SDL/the platform) can take precedence over it.
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+ SDL_SetHintWithPriority(SDL_HINT_AUDIODRIVER, "openslES", SDL_HINT_OVERRIDE);
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+#endif
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO) < 0) {
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DEBUG("%s: Init failed", __FUNCTION__);
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}
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+#ifdef __ANDROID__
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+ // Standing diagnostic: reports which audio driver SDL actually selected,
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+ // to confirm the openslES override above took effect on-device.
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+ INFO("SDL audio driver: %s", SDL_GetCurrentAudioDriver());
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+#endif
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// TODO: figure out some universal set of settings that work...
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#ifdef __ANDROID__
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