Use application name for pulseaudio device

This commit is contained in:
Nathan Franke 2021-11-03 04:03:54 -05:00
parent 7538c05215
commit 72d8aac3a1
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@ -34,6 +34,7 @@
#include "core/config/project_settings.h"
#include "core/os/os.h"
#include "core/version.h"
#ifdef ALSAMIDI_ENABLED
#include "drivers/alsa/asound-so_wrap.h"
@ -293,7 +294,17 @@ Error AudioDriverPulseAudio::init() {
pa_ml = pa_mainloop_new();
ERR_FAIL_COND_V(pa_ml == nullptr, ERR_CANT_OPEN);
pa_ctx = pa_context_new(pa_mainloop_get_api(pa_ml), "Godot");
String context_name;
if (Engine::get_singleton()->is_editor_hint()) {
context_name = VERSION_NAME " Editor";
} else {
context_name = GLOBAL_GET("application/config/name");
if (context_name.is_empty()) {
context_name = VERSION_NAME " Project";
}
}
pa_ctx = pa_context_new(pa_mainloop_get_api(pa_ml), context_name.utf8().ptr());
ERR_FAIL_COND_V(pa_ctx == nullptr, ERR_CANT_OPEN);
pa_ready = 0;