Remove a useless prebuf check with PulseAudio
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@@ -986,20 +986,6 @@ bool PulsePlayback::reset()
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mDevice->BufferSize = mAttr.tlength / mFrameSize;
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mDevice->UpdateSize = mAttr.minreq / mFrameSize;
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/* HACK: prebuf should be 0 as that's what we set it to. However on some
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* systems it comes back as non-0, so we have to make sure the device will
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* write enough audio to start playback. The lack of manual start control
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* may have unintended consequences, but it's better than not starting at
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* all.
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*/
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if(mAttr.prebuf != 0)
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{
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ALuint len{mAttr.prebuf / mFrameSize};
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if(len <= mDevice->BufferSize)
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ERR("Non-0 prebuf, %u samples (%u bytes), device has %u samples\n",
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len, mAttr.prebuf, mDevice->BufferSize);
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}
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return true;
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}
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