Remove a useless prebuf check with PulseAudio

This commit is contained in:
Chris Robinson
2019-10-09 09:45:02 -07:00
parent 57cdac3368
commit 8bf3da0cd2
-14
View File
@@ -986,20 +986,6 @@ bool PulsePlayback::reset()
mDevice->BufferSize = mAttr.tlength / mFrameSize;
mDevice->UpdateSize = mAttr.minreq / mFrameSize;
/* HACK: prebuf should be 0 as that's what we set it to. However on some
* systems it comes back as non-0, so we have to make sure the device will
* write enough audio to start playback. The lack of manual start control
* may have unintended consequences, but it's better than not starting at
* all.
*/
if(mAttr.prebuf != 0)
{
ALuint len{mAttr.prebuf / mFrameSize};
if(len <= mDevice->BufferSize)
ERR("Non-0 prebuf, %u samples (%u bytes), device has %u samples\n",
len, mAttr.prebuf, mDevice->BufferSize);
}
return true;
}