Skip to content

Commit

Permalink
Refactor AE engine selection.
Browse files Browse the repository at this point in the history
  • Loading branch information
t-nelson committed Sep 16, 2013
1 parent f116101 commit 8abcd38
Showing 1 changed file with 5 additions and 22 deletions.
27 changes: 5 additions & 22 deletions xbmc/cores/AudioEngine/AEFactory.cpp
Expand Up @@ -49,13 +49,14 @@ IAE *CAEFactory::GetEngine()

bool CAEFactory::LoadEngine()
{
bool loaded = false;

#if defined(TARGET_RASPBERRY_PI)
return true;
#elif defined(TARGET_DARWIN)
return CAEFactory::LoadEngine(AE_ENGINE_COREAUDIO);
#endif

bool loaded = false;

#if defined(TARGET_LINUX) || defined(TARGET_FREEBSD)
std::string engine;
if (getenv("AE_ENGINE"))
{
Expand All @@ -66,39 +67,21 @@ bool CAEFactory::LoadEngine()
if (!loaded && engine == "PULSE")
loaded = CAEFactory::LoadEngine(AE_ENGINE_PULSE);
#endif

if (!loaded && engine == "SOFT" )
loaded = CAEFactory::LoadEngine(AE_ENGINE_SOFT);
if (!loaded && engine == "ACTIVE")
loaded = CAEFactory::LoadEngine(AE_ENGINE_ACTIVE);
}
#endif

#if defined(TARGET_WINDOWS)
std::string engine;
if (getenv("AE_ENGINE"))
{
engine = (std::string)getenv("AE_ENGINE");
std::transform(engine.begin(), engine.end(), engine.begin(), ::toupper);

if (!loaded && engine == "SOFT" )
loaded = CAEFactory::LoadEngine(AE_ENGINE_SOFT);
if (!loaded && engine == "ACTIVE")
loaded = CAEFactory::LoadEngine(AE_ENGINE_ACTIVE);
}
#endif

#if defined(HAS_PULSEAUDIO)
if (!loaded)
loaded = CAEFactory::LoadEngine(AE_ENGINE_PULSE);
#endif

#if defined(TARGET_DARWIN)
if (!loaded)
loaded = CAEFactory::LoadEngine(AE_ENGINE_COREAUDIO);
#else
if (!loaded)
loaded = CAEFactory::LoadEngine(AE_ENGINE_ACTIVE);
#endif

return loaded;
}
Expand Down

0 comments on commit 8abcd38

Please sign in to comment.