Fixes a hang when joining a multiplayer game in Burnout Paradise Remastered. The game expects to find a space in the device name and spins forever trying if it can't.
From: Paul Gofman pgofman@codeweavers.com
--- dlls/winepulse.drv/pulse.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/dlls/winepulse.drv/pulse.c b/dlls/winepulse.drv/pulse.c index 0ddddb00185..4dba43a96c9 100644 --- a/dlls/winepulse.drv/pulse.c +++ b/dlls/winepulse.drv/pulse.c @@ -833,8 +833,8 @@ static NTSTATUS pulse_test_connect(void *args) list_init(&g_phys_speakers); list_init(&g_phys_sources);
- pulse_add_device(&g_phys_speakers, NULL, 0, Speakers, 0, "", "PulseAudio"); - pulse_add_device(&g_phys_sources, NULL, 0, Microphone, 0, "", "PulseAudio"); + pulse_add_device(&g_phys_speakers, NULL, 0, Speakers, 0, "", "Pulse Audio"); + pulse_add_device(&g_phys_sources, NULL, 0, Microphone, 0, "", "Pulse Audio");
o = pa_context_get_sink_info_list(pulse_ctx, &pulse_phys_speakers_cb, NULL); if (o) {
This merge request was approved by Etaash Mathamsetty.
The project really is called PulseAudio, though. I don't know where this name is exposed in UI, but could we make it something like "PulseAudio Device" or "PulseAudio Driver" or something instead?
Also, when working around these broken assumptions that applications make, can we please, *please* document them in the code?