mirror of https://github.com/encounter/SDL.git
Removed the broken audio streaming code, other small cleanups.
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5cbb32ef57
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1e78ef2155
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@ -286,67 +286,6 @@ finalize_audio_entry_points(void)
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#undef FILL_STUB
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}
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#if 0 /* !!! FIXME: rewrite/remove this streamer code. */
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/* Streaming functions (for when the input and output buffer sizes are different) */
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/* Write [length] bytes from buf into the streamer */
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static void
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SDL_StreamWrite(SDL_AudioStreamer * stream, Uint8 * buf, int length)
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{
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int i;
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for (i = 0; i < length; ++i) {
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stream->buffer[stream->write_pos] = buf[i];
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++stream->write_pos;
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}
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}
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/* Read [length] bytes out of the streamer into buf */
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static void
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SDL_StreamRead(SDL_AudioStreamer * stream, Uint8 * buf, int length)
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{
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int i;
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for (i = 0; i < length; ++i) {
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buf[i] = stream->buffer[stream->read_pos];
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++stream->read_pos;
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}
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}
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static int
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SDL_StreamLength(SDL_AudioStreamer * stream)
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{
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return (stream->write_pos - stream->read_pos) % stream->max_len;
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}
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/* Initialize the stream by allocating the buffer and setting the read/write heads to the beginning */
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#if 0
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static int
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SDL_StreamInit(SDL_AudioStreamer * stream, int max_len, Uint8 silence)
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{
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/* First try to allocate the buffer */
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stream->buffer = (Uint8 *) SDL_malloc(max_len);
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if (stream->buffer == NULL) {
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return -1;
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}
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stream->max_len = max_len;
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stream->read_pos = 0;
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stream->write_pos = 0;
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/* Zero out the buffer */
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SDL_memset(stream->buffer, silence, max_len);
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return 0;
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}
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#endif
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/* Deinitialize the stream simply by freeing the buffer */
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static void
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SDL_StreamDeinit(SDL_AudioStreamer * stream)
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{
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SDL_free(stream->buffer);
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}
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#endif
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/* device hotplug support... */
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@ -655,17 +594,12 @@ int SDLCALL
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SDL_RunAudio(void *devicep)
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{
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SDL_AudioDevice *device = (SDL_AudioDevice *) devicep;
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const int silence = (int) device->spec.silence;
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const Uint32 delay = ((device->spec.samples * 1000) / device->spec.freq);
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const int stream_len = (device->convert.needed) ? device->convert.len : device->spec.size;
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Uint8 *stream;
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int stream_len;
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void *udata;
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void (SDLCALL * fill) (void *userdata, Uint8 * stream, int len);
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Uint32 delay;
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#if 0 /* !!! FIXME: rewrite/remove this streamer code. */
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/* For streaming when the buffer sizes don't match up */
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Uint8 *istream;
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int istream_len = 0;
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#endif
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void *udata = device->spec.userdata;
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void (SDLCALL *fill) (void *, Uint8 *, int) = device->spec.callback;
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/* The audio mixing is always a high priority thread */
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SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH);
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@ -674,202 +608,59 @@ SDL_RunAudio(void *devicep)
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device->threadid = SDL_ThreadID();
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current_audio.impl.ThreadInit(device);
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/* Set up the mixing function */
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fill = device->spec.callback;
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udata = device->spec.userdata;
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/* By default do not stream */
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device->use_streamer = 0;
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if (device->convert.needed) {
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#if 0 /* !!! FIXME: I took len_div out of the structure. Use rate_incr instead? */
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/* If the result of the conversion alters the length, i.e. resampling is being used, use the streamer */
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if (device->convert.len_mult != 1 || device->convert.len_div != 1) {
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/* The streamer's maximum length should be twice whichever is larger: spec.size or len_cvt */
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stream_max_len = 2 * device->spec.size;
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if (device->convert.len_mult > device->convert.len_div) {
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stream_max_len *= device->convert.len_mult;
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stream_max_len /= device->convert.len_div;
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}
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if (SDL_StreamInit(&device->streamer, stream_max_len, silence) <
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0)
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return -1;
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device->use_streamer = 1;
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/* istream_len should be the length of what we grab from the callback and feed to conversion,
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so that we get close to spec_size. I.e. we want device.spec_size = istream_len * u / d
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*/
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istream_len =
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device->spec.size * device->convert.len_div /
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device->convert.len_mult;
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/* Loop, filling the audio buffers */
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while (!device->shutdown) {
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/* Fill the current buffer with sound */
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if (device->convert.needed) {
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stream = device->convert.buf;
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} else if (device->enabled) {
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stream = current_audio.impl.GetDeviceBuf(device);
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} else {
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/* if the device isn't enabled, we still write to the
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fake_stream, so the app's callback will fire with
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a regular frequency, in case they depend on that
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for timing or progress. They can use hotplug
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now to know if the device failed. */
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stream = NULL;
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}
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#endif
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stream_len = device->convert.len;
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} else {
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stream_len = device->spec.size;
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}
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/* Calculate the delay while paused */
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delay = ((device->spec.samples * 1000) / device->spec.freq);
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/* Determine if the streamer is necessary here */
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#if 0 /* !!! FIXME: rewrite/remove this streamer code. */
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if (device->use_streamer == 1) {
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/* This code is almost the same as the old code. The difference is, instead of reading
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directly from the callback into "stream", then converting and sending the audio off,
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we go: callback -> "istream" -> (conversion) -> streamer -> stream -> device.
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However, reading and writing with streamer are done separately:
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- We only call the callback and write to the streamer when the streamer does not
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contain enough samples to output to the device.
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- We only read from the streamer and tell the device to play when the streamer
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does have enough samples to output.
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This allows us to perform resampling in the conversion step, where the output of the
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resampling process can be any number. We will have to see what a good size for the
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stream's maximum length is, but I suspect 2*max(len_cvt, stream_len) is a good figure.
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*/
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while (!device->shutdown) {
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if (device->paused) {
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SDL_Delay(delay);
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continue;
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}
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/* Only read in audio if the streamer doesn't have enough already (if it does not have enough samples to output) */
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if (SDL_StreamLength(&device->streamer) < stream_len) {
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/* Set up istream */
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if (device->convert.needed) {
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if (device->convert.buf) {
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istream = device->convert.buf;
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} else {
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continue;
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}
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} else {
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/* FIXME: Ryan, this is probably wrong. I imagine we don't want to get
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* a device buffer both here and below in the stream output.
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*/
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istream = current_audio.impl.GetDeviceBuf(device);
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if (istream == NULL) {
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istream = device->fake_stream;
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}
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}
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/* Read from the callback into the _input_ stream */
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// !!! FIXME: this should be LockDevice.
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SDL_LockMutex(device->mixer_lock);
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(*fill) (udata, istream, istream_len);
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SDL_UnlockMutex(device->mixer_lock);
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/* Convert the audio if necessary and write to the streamer */
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if (device->convert.needed) {
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SDL_ConvertAudio(&device->convert);
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if (istream == NULL) {
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istream = device->fake_stream;
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}
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/* SDL_memcpy(istream, device->convert.buf, device->convert.len_cvt); */
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SDL_StreamWrite(&device->streamer, device->convert.buf,
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device->convert.len_cvt);
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} else {
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SDL_StreamWrite(&device->streamer, istream, istream_len);
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}
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}
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/* Only output audio if the streamer has enough to output */
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if (SDL_StreamLength(&device->streamer) >= stream_len) {
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/* Set up the output stream */
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if (device->convert.needed) {
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if (device->convert.buf) {
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stream = device->convert.buf;
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} else {
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continue;
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}
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} else {
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stream = current_audio.impl.GetDeviceBuf(device);
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if (stream == NULL) {
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stream = device->fake_stream;
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}
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}
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/* Now read from the streamer */
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SDL_StreamRead(&device->streamer, stream, stream_len);
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/* Ready current buffer for play and change current buffer */
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if (stream != device->fake_stream) {
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current_audio.impl.PlayDevice(device);
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/* Wait for an audio buffer to become available */
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current_audio.impl.WaitDevice(device);
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} else {
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SDL_Delay(delay);
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}
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}
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if (stream == NULL) {
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stream = device->fake_stream;
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}
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} else
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#endif
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{
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/* Otherwise, do not use the streamer. This is the old code. */
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const int silence = (int) device->spec.silence;
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/* Loop, filling the audio buffers */
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while (!device->shutdown) {
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/* Fill the current buffer with sound */
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if (device->convert.needed) {
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stream = device->convert.buf;
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} else if (device->enabled) {
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stream = current_audio.impl.GetDeviceBuf(device);
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} else {
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/* if the device isn't enabled, we still write to the
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fake_stream, so the app's callback will fire with
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a regular frequency, in case they depend on that
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for timing or progress. They can use hotplug
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now to know if the device failed. */
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stream = NULL;
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}
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/* !!! FIXME: this should be LockDevice. */
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SDL_LockMutex(device->mixer_lock);
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if (device->paused) {
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SDL_memset(stream, silence, stream_len);
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} else {
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(*fill) (udata, stream, stream_len);
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}
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SDL_UnlockMutex(device->mixer_lock);
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/* Convert the audio if necessary */
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if (device->enabled && device->convert.needed) {
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SDL_ConvertAudio(&device->convert);
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stream = current_audio.impl.GetDeviceBuf(device);
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if (stream == NULL) {
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stream = device->fake_stream;
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}
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/* !!! FIXME: this should be LockDevice. */
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SDL_LockMutex(device->mixer_lock);
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if (device->paused) {
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SDL_memset(stream, silence, stream_len);
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} else {
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(*fill) (udata, stream, stream_len);
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SDL_memcpy(stream, device->convert.buf,
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device->convert.len_cvt);
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}
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SDL_UnlockMutex(device->mixer_lock);
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}
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/* Convert the audio if necessary */
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if (device->enabled && device->convert.needed) {
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SDL_ConvertAudio(&device->convert);
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stream = current_audio.impl.GetDeviceBuf(device);
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if (stream == NULL) {
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stream = device->fake_stream;
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} else {
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SDL_memcpy(stream, device->convert.buf,
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device->convert.len_cvt);
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}
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}
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/* Ready current buffer for play and change current buffer */
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if (stream != device->fake_stream) {
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current_audio.impl.PlayDevice(device);
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/* Wait for an audio buffer to become available */
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current_audio.impl.WaitDevice(device);
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} else {
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SDL_Delay(delay);
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}
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/* Ready current buffer for play and change current buffer */
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if (stream == device->fake_stream) {
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SDL_Delay(delay);
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} else {
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current_audio.impl.PlayDevice(device);
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current_audio.impl.WaitDevice(device);
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}
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}
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/* Wait for the audio to drain.. */
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/* Wait for the audio to drain. */
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current_audio.impl.WaitDone(device);
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/* If necessary, deinit the streamer */
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#if 0 /* !!! FIXME: rewrite/remove this streamer code. */
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if (device->use_streamer == 1)
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SDL_StreamDeinit(&device->streamer);
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#endif
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return 0;
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}
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