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	coreaudio: capture devices should let the system allocate the render buffer.
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			@ -354,16 +354,19 @@ inputCallback(void *inRefCon,
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              UInt32 inBusNumber, UInt32 inNumberFrames,
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              AudioBufferList *ioData)
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{
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    AudioBufferList bufferList;
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    SDL_AudioDevice *this = (SDL_AudioDevice *) inRefCon;
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    if (!SDL_AtomicGet(&this->enabled) || SDL_AtomicGet(&this->paused)) {
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        return noErr;  /* just drop this if we're not accepting input. */
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    }
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    const OSStatus err = AudioUnitRender(this->hidden->audioUnit, ioActionFlags, inTimeStamp, inBusNumber, inNumberFrames, &this->hidden->captureBufferList);
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    SDL_assert(this->hidden->captureBufferList.mNumberBuffers == 1);
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    bufferList.mNumberBuffers = 1;
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    bufferList.mBuffers[0].mData = NULL;
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    const OSStatus err = AudioUnitRender(this->hidden->audioUnit, ioActionFlags, inTimeStamp, inBusNumber, inNumberFrames, &bufferList);
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    if (err == noErr) {
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        const AudioBuffer *abuf = &this->hidden->captureBufferList.mBuffers[0];
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        const AudioBuffer *abuf = &bufferList.mBuffers[0];
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        UInt32 remaining = abuf->mDataByteSize;
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        const Uint8 *ptr = (const Uint8 *) abuf->mData;
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			@ -460,7 +463,6 @@ COREAUDIO_CloseDevice(_THIS)
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        AudioComponentInstanceDispose(this->hidden->audioUnit);
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    }
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    SDL_free(this->hidden->captureBufferList.mBuffers[0].mData);
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    SDL_free(this->hidden->buffer);
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    SDL_free(this->hidden);
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			@ -604,27 +606,12 @@ prepare_audiounit(_THIS, void *handle, int iscapture,
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    CHECK_RESULT("AudioUnitSetProperty (kAudioUnitProperty_StreamFormat)");
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    if (iscapture) {  /* only need to do this for capture devices. */
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        void *ptr;
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        UInt32 framesize = 0;
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        UInt32 propsize = sizeof (UInt32);
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        result = AudioUnitGetProperty(this->hidden->audioUnit,
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                                      kAudioUnitProperty_MaximumFramesPerSlice,
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                                      kAudioUnitScope_Global, output_bus,
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                                      &framesize, &propsize);
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        CHECK_RESULT
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            ("AudioUnitGetProperty (kAudioDevicePropertyBufferFrameSize)");
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        framesize *= SDL_AUDIO_BITSIZE(this->spec.format) / 8;
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        ptr = SDL_calloc(1, framesize);
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        if (ptr == NULL) {
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            SDL_OutOfMemory();
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            return 0;
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        }
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        this->hidden->captureBufferList.mNumberBuffers = 1;
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        this->hidden->captureBufferList.mBuffers[0].mNumberChannels = this->spec.channels;
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        this->hidden->captureBufferList.mBuffers[0].mDataByteSize = framesize;
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        this->hidden->captureBufferList.mBuffers[0].mData = ptr;
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        const UInt32 yes = 1;
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        result = AudioUnitSetProperty(this->hidden->audioUnit,
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                                      kAudioUnitProperty_ShouldAllocateBuffer,
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                                      kAudioUnitScope_Output,
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                                      input_bus, &yes, sizeof (yes));
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        CHECK_RESULT("AudioUnitSetProperty (kAudioUnitProperty_ShouldAllocateBuffer)");
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    }
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    /* Set the audio callback */
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			@ -48,7 +48,6 @@ struct SDL_PrivateAudioData
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    void *buffer;
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    UInt32 bufferOffset;
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    UInt32 bufferSize;
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    AudioBufferList captureBufferList;
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#if MACOSX_COREAUDIO
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    AudioDeviceID deviceID;
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#endif
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