From 4544343b3eb02bd7efb80df4838371e7aa9db792 Mon Sep 17 00:00:00 2001 From: Gabriel Jacobo Date: Wed, 17 Sep 2014 11:41:12 -0300 Subject: [PATCH] [Android] Fixes #2480, music does not pause when process backgrounded This modifies SDL_PauseAudio behavior to pause all audio devices instead of just the default one (required on Android, at least for testmultiaudio on my Nexus 4 which reported 2 audio devices). It also changes SDL_PauseAudioDevice to retain the device lock from pause until resume in order to save battery in mobile devices. --- src/audio/SDL_audio.c | 17 +++++++++++++---- src/video/android/SDL_androidevents.c | 4 +++- test/testmultiaudio.c | 15 ++++++++++++++- 3 files changed, 30 insertions(+), 6 deletions(-) diff --git a/src/audio/SDL_audio.c b/src/audio/SDL_audio.c index 7559d6ca4..326bef63c 100644 --- a/src/audio/SDL_audio.c +++ b/src/audio/SDL_audio.c @@ -1348,17 +1348,26 @@ void SDL_PauseAudioDevice(SDL_AudioDeviceID devid, int pause_on) { SDL_AudioDevice *device = get_audio_device(devid); - if (device) { - current_audio.impl.LockDevice(device); + if (device && device->paused != pause_on) { + if (pause_on) { + current_audio.impl.LockDevice(device); + } device->paused = pause_on; - current_audio.impl.UnlockDevice(device); + if (!pause_on) { + current_audio.impl.UnlockDevice(device); + } } } void SDL_PauseAudio(int pause_on) { - SDL_PauseAudioDevice(1, pause_on); + int id; + for (id = 0; id < SDL_arraysize(open_devices); id++) { + if (open_devices[id] != NULL) { + SDL_PauseAudioDevice(id+1, pause_on); + } + } } diff --git a/src/video/android/SDL_androidevents.c b/src/video/android/SDL_androidevents.c index 907d7306f..51d3c4bd1 100644 --- a/src/video/android/SDL_androidevents.c +++ b/src/video/android/SDL_androidevents.c @@ -74,13 +74,14 @@ Android_PumpEvents(_THIS) if (isPaused && !isPausing) { /* Make sure this is the last thing we do before pausing */ android_egl_context_backup(); + SDL_PauseAudio(1); if(SDL_SemWait(Android_ResumeSem) == 0) { #else if (isPaused) { if(SDL_SemTryWait(Android_ResumeSem) == 0) { #endif isPaused = 0; - + SDL_PauseAudio(0); /* Restore the GL Context from here, as this operation is thread dependent */ if (!SDL_HasEvent(SDL_QUIT)) { android_egl_context_restore(); @@ -103,6 +104,7 @@ Android_PumpEvents(_THIS) #else if(SDL_SemTryWait(Android_PauseSem) == 0) { android_egl_context_backup(); + SDL_PauseAudio(1); isPaused = 1; } #endif diff --git a/test/testmultiaudio.c b/test/testmultiaudio.c index 985c05a73..cc3cdcb68 100644 --- a/test/testmultiaudio.c +++ b/test/testmultiaudio.c @@ -50,6 +50,12 @@ test_multi_audio(int devcount) callback_data cbd[64]; int keep_going = 1; int i; + +#ifdef __ANDROID__ + SDL_Event event; + + SDL_CreateWindow("testmultiaudio", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 320, 240, 0); +#endif if (devcount > 64) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Too many devices (%d), clamping to 64...\n", @@ -71,8 +77,12 @@ test_multi_audio(int devcount) SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Open device failed: %s\n", SDL_GetError()); } else { SDL_PauseAudioDevice(cbd[0].dev, 0); - while (!cbd[0].done) + while (!cbd[0].done) { +#ifdef __ANDROID__ + while (SDL_PollEvent(&event)){} +#endif SDL_Delay(100); + } SDL_PauseAudioDevice(cbd[0].dev, 1); SDL_Log("done.\n"); SDL_CloseAudioDevice(cbd[0].dev); @@ -104,6 +114,9 @@ test_multi_audio(int devcount) keep_going = 1; } } +#ifdef __ANDROID__ + while (SDL_PollEvent(&event)){} +#endif SDL_Delay(100); }