added the quirk about SDL for stream audio

This commit is contained in:
Naia
2025-08-28 20:38:35 +02:00
parent 77c237800d
commit 851d100569

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@@ -58,7 +58,8 @@ If you want to use the PulseAudio driver, you may need `SDL_AUDIO_DRIVER=pulseau
To be able to chose a virtual sink, you have two options:
1. Use `SDL_AUDIO_INCLUDE_MONITORS=1`, but this works with the PulseAudio driver *only* (add it next to your other env var in launch arguments).
2. Select any other microphone in Resonite (such as the Steam mic, doesn't matter which), and manually connect your mic to Resonite's sink using a PipeWire graph GUI (e.g. Coppwr, Qwpgraph, Helvum)
2. Select any other source in Resonite, and manually connect the wanted input or output to Resonite's sink using a PipeWire graph GUI (e.g. Coppwr, Qwpgraph, Helvum)
3. Do note that for the Audio Stream feature of Resonite, you'll need to select a different source that the one you are using as your microphone, or else SDL will **not** create a sink dedicated for it. If you only have one input listed with the Steam microphone, use the Steam microphone for your resonite microphone and the actually input source for the audio stream.
### Flatpak