So that it rounds to integral audio frame count.
Signed-off-by: Rémi Bernon rbernon@codeweavers.com ---
Not entirely sure if this is useful, but it's done differently for render or capture allocation. This does it the same way as capture.
dlls/winepulse.drv/pulse.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/dlls/winepulse.drv/pulse.c b/dlls/winepulse.drv/pulse.c index 10260dea106..f5d3a1ddca4 100644 --- a/dlls/winepulse.drv/pulse.c +++ b/dlls/winepulse.drv/pulse.c @@ -1065,7 +1065,7 @@ static NTSTATUS pulse_create_stream(void *args) stream->alloc_size = stream->real_bufsize_bytes = stream->bufsize_frames * 2 * pa_frame_size(&stream->ss); if (NtAllocateVirtualMemory(GetCurrentProcess(), (void **)&stream->local_buffer, - 0, &stream->real_bufsize_bytes, MEM_COMMIT, PAGE_READWRITE)) + 0, &stream->alloc_size, MEM_COMMIT, PAGE_READWRITE)) hr = E_OUTOFMEMORY; } else { UINT32 i, capture_packets;