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Fixup audio device name writing in services
Games expect the output buffer the be entirely zero filled past the device name.
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@ -9,6 +9,7 @@ namespace skyline::service::audio {
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IAudioOutManager::IAudioOutManager(const DeviceState &state, ServiceManager &manager) : BaseService(state, manager) {}
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IAudioOutManager::IAudioOutManager(const DeviceState &state, ServiceManager &manager) : BaseService(state, manager) {}
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Result IAudioOutManager::ListAudioOuts(type::KSession &session, ipc::IpcRequest &request, ipc::IpcResponse &response) {
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Result IAudioOutManager::ListAudioOuts(type::KSession &session, ipc::IpcRequest &request, ipc::IpcResponse &response) {
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std::memset(request.outputBuf.at(0).data(), 0, request.outputBuf.at(0).size());
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request.outputBuf.at(0).copy_from(constant::DefaultAudioOutName);
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request.outputBuf.at(0).copy_from(constant::DefaultAudioOutName);
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return {};
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return {};
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}
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}
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@ -30,6 +31,8 @@ namespace skyline::service::audio {
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response.Push(static_cast<u32>(skyline::audio::AudioFormat::Int16));
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response.Push(static_cast<u32>(skyline::audio::AudioFormat::Int16));
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response.Push(static_cast<u32>(skyline::audio::AudioOutState::Stopped));
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response.Push(static_cast<u32>(skyline::audio::AudioOutState::Stopped));
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std::memset(request.outputBuf.at(0).data(), 0, request.outputBuf.at(0).size());
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if (request.inputBuf.at(0).empty() || !request.inputBuf.at(0)[0])
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if (request.inputBuf.at(0).empty() || !request.inputBuf.at(0)[0])
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request.outputBuf.at(0).copy_from(constant::DefaultAudioOutName);
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request.outputBuf.at(0).copy_from(constant::DefaultAudioOutName);
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else
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else
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