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audio: Just use the system default stack size for the device thread.
Fixes #7367.
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@ -1261,7 +1261,6 @@ static SDL_AudioDeviceID open_audio_device(const char *devname, int iscapture,
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const SDL_AudioSpec *desired, SDL_AudioSpec *obtained,
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int allowed_changes, int min_id)
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{
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const SDL_bool is_internal_thread = (desired->callback == NULL);
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SDL_AudioDeviceID id = 0;
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SDL_AudioSpec _obtained;
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SDL_AudioDevice *device;
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@ -1500,13 +1499,10 @@ static SDL_AudioDeviceID open_audio_device(const char *devname, int iscapture,
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/* Start the audio thread if necessary */
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if (!current_audio.impl.ProvidesOwnCallbackThread) {
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/* Start the audio thread */
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/* !!! FIXME: we don't force the audio thread stack size here if it calls into user code, but maybe we should? */
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/* buffer queueing callback only needs a few bytes, so make the stack tiny. */
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const size_t stacksize = is_internal_thread ? 64 * 1024 : 0;
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char threadname[64];
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(void)SDL_snprintf(threadname, sizeof(threadname), "SDLAudio%c%" SDL_PRIu32, (iscapture) ? 'C' : 'P', device->id);
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device->thread = SDL_CreateThreadInternal(iscapture ? SDL_CaptureAudio : SDL_RunAudio, threadname, stacksize, device);
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device->thread = SDL_CreateThreadInternal(iscapture ? SDL_CaptureAudio : SDL_RunAudio, threadname, 0, device);
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if (device->thread == NULL) {
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close_audio_device(device);
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