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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.

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