Google Play is now blocking distribution for Android TV unless we
explicitly set the android.hardware.microphone hardware feature as
android:required="false", because it's inferring
android.hardware.microphone from the android.permission.RECORD_AUDIO we
added for Wii Speak emulation, with android:required defaulting to true.
I was under the belief that setting android:required="false" on
android.permission.RECORD_AUDIO would solve this, but looking closer at
the definition of <uses-permission>, it doesn't actually support
android:required attributes, so that presumably has no effect.
This can reduce audio latency according to
https://developer.android.com/ndk/guides/audio/opensl/opensl-prog-notes#perform.
Previously we were using the hardcoded values of 48000 Hz and 256 frames
per buffer. The sample rate we use with this change is 48000 Hz on all
devices I'm aware of, but the buffer size does vary across devices.
Terminology note: The old code used the term "sample" to refer to what
Android refers to as a "frame". "Frame" is a clearer term to use for
this, so I've changed OpenSLESStream's terminology. One frame consists
of one sample per channel.
Not sure if we're ever going to want to have more than one of these at
the same time, but these global variables are a code smell nonetheless.
I'm also deleting the existing member variables because they were
unused.
Refactors the PatchAllowlistTest to streamline the experience for developers. Instead of a textual description of what needs to change in ApprovedInis.json for RetroAchievements compatibility, the test will now generate a replacement file and instruct the coder where to copy it in their local branch, and what to update APPROVED_LIST_HASH to. The result should be easier and more instructive for developers to make changes, while still maintaining that allowed codes cannot be added or modified without recompiling Dolphin.
As ApprovedInis.json no longer needs to be user-readable for this process, it no longer contains titles or pretty formatting and as such is updated in this commit, hash included.
This was causing deadlocks when a game didn't load (including if RetroAchievements does not yet support it) because it was attempting to close the queue the the callback was currently running on, forcing LoadGameCallback to wait for LoadGameCallback to finish. However, it appears that recent changes to the queue have independently resolved the reason CloseGame was being called here in the first place.