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	audio: Only allocate fake_stream if we're using the standard audio threads.
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			@ -1149,7 +1149,6 @@ open_audio_device(const char *devname, int iscapture,
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    SDL_AudioDevice *device;
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    SDL_bool build_cvt;
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    void *handle = NULL;
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    Uint32 stream_len;
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    int i = 0;
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    if (!SDL_WasInit(SDL_INIT_AUDIO)) {
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			@ -1338,19 +1337,6 @@ open_audio_device(const char *devname, int iscapture,
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        }
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    }
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    /* Allocate a fake audio memory buffer */
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    stream_len = (device->convert.needed) ? device->convert.len_cvt : 0;
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    if (device->spec.size > stream_len) {
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        stream_len = device->spec.size;
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    }
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    SDL_assert(stream_len > 0);
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    device->fake_stream = (Uint8 *) SDL_malloc(stream_len);
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    if (device->fake_stream == NULL) {
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        close_audio_device(device);
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        SDL_OutOfMemory();
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        return 0;
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    }
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    if (device->spec.callback == NULL) {  /* use buffer queueing? */
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        /* pool a few packets to start. Enough for two callbacks. */
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        const int packetlen = SDL_AUDIOBUFFERQUEUE_PACKETLEN;
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			@ -1377,6 +1363,20 @@ open_audio_device(const char *devname, int iscapture,
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    if (!current_audio.impl.ProvidesOwnCallbackThread) {
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        /* Start the audio thread */
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        /* Allocate a fake audio buffer; only used by our internal threads. */
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        Uint32 stream_len = (device->convert.needed) ? device->convert.len_cvt : 0;
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        if (device->spec.size > stream_len) {
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            stream_len = device->spec.size;
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        }
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        SDL_assert(stream_len > 0);
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        device->fake_stream = (Uint8 *) SDL_malloc(stream_len);
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        if (device->fake_stream == NULL) {
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            close_audio_device(device);
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            SDL_OutOfMemory();
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            return 0;
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        }
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        /* !!! FIXME: we don't force the audio thread stack size here because 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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        char name[64];
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