Date: Sun, 06 Oct 2019 16:05:18 +0000 From: bugzilla-noreply@freebsd.org To: emulation@FreeBSD.org Subject: [Bug 240043] audio/linux-c7-alsa: how to make it work? Message-ID: <bug-240043-4077-sDCTjQCdKI@https.bugs.freebsd.org/bugzilla/> In-Reply-To: <bug-240043-4077@https.bugs.freebsd.org/bugzilla/> References: <bug-240043-4077@https.bugs.freebsd.org/bugzilla/>
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https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=3D240043 --- Comment #64 from Alex S <iwtcex@gmail.com> --- (In reply to Tijl Coosemans from comment #63) > Either the preload trick The main problem with that is discoverability. Even a nice wrapper script w= ould still need to be advertised to end users. > or maybe libfmod.so could be edited using something like > "sed -i.bak 's,libasound\.so,/nonexistent,g' /path/to/libfmod.so"? Oh, I'm not above directly patching FMOD to use a lower priorities, in fact that should be very straightforward =E2=80=94 we only need to print a backt= race from the preloaded pthread_attr_setschedparam wrapper to find the calling code a= nd then look around a bit for a constant value. However, since FMOD is statica= lly linked into these Unity Engine binaries, that is something that needs to be done per each game and per each update. --=20 You are receiving this mail because: You are on the CC list for the bug. You are the assignee for the bug.=
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