[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.
This commit is contained in:
Gabriel Jacobo 2014-09-17 11:41:12 -03:00
parent e7f2f85c3d
commit 4544343b3e
3 changed files with 30 additions and 6 deletions

View File

@ -1348,17 +1348,26 @@ void
SDL_PauseAudioDevice(SDL_AudioDeviceID devid, int pause_on) SDL_PauseAudioDevice(SDL_AudioDeviceID devid, int pause_on)
{ {
SDL_AudioDevice *device = get_audio_device(devid); SDL_AudioDevice *device = get_audio_device(devid);
if (device) { if (device && device->paused != pause_on) {
if (pause_on) {
current_audio.impl.LockDevice(device); current_audio.impl.LockDevice(device);
}
device->paused = pause_on; device->paused = pause_on;
if (!pause_on) {
current_audio.impl.UnlockDevice(device); current_audio.impl.UnlockDevice(device);
} }
} }
}
void void
SDL_PauseAudio(int pause_on) 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);
}
}
} }

View File

@ -74,13 +74,14 @@ Android_PumpEvents(_THIS)
if (isPaused && !isPausing) { if (isPaused && !isPausing) {
/* Make sure this is the last thing we do before pausing */ /* Make sure this is the last thing we do before pausing */
android_egl_context_backup(); android_egl_context_backup();
SDL_PauseAudio(1);
if(SDL_SemWait(Android_ResumeSem) == 0) { if(SDL_SemWait(Android_ResumeSem) == 0) {
#else #else
if (isPaused) { if (isPaused) {
if(SDL_SemTryWait(Android_ResumeSem) == 0) { if(SDL_SemTryWait(Android_ResumeSem) == 0) {
#endif #endif
isPaused = 0; isPaused = 0;
SDL_PauseAudio(0);
/* Restore the GL Context from here, as this operation is thread dependent */ /* Restore the GL Context from here, as this operation is thread dependent */
if (!SDL_HasEvent(SDL_QUIT)) { if (!SDL_HasEvent(SDL_QUIT)) {
android_egl_context_restore(); android_egl_context_restore();
@ -103,6 +104,7 @@ Android_PumpEvents(_THIS)
#else #else
if(SDL_SemTryWait(Android_PauseSem) == 0) { if(SDL_SemTryWait(Android_PauseSem) == 0) {
android_egl_context_backup(); android_egl_context_backup();
SDL_PauseAudio(1);
isPaused = 1; isPaused = 1;
} }
#endif #endif

View File

@ -51,6 +51,12 @@ test_multi_audio(int devcount)
int keep_going = 1; int keep_going = 1;
int i; int i;
#ifdef __ANDROID__
SDL_Event event;
SDL_CreateWindow("testmultiaudio", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 320, 240, 0);
#endif
if (devcount > 64) { if (devcount > 64) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Too many devices (%d), clamping to 64...\n", SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Too many devices (%d), clamping to 64...\n",
devcount); devcount);
@ -71,8 +77,12 @@ test_multi_audio(int devcount)
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Open device failed: %s\n", SDL_GetError()); SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Open device failed: %s\n", SDL_GetError());
} else { } else {
SDL_PauseAudioDevice(cbd[0].dev, 0); 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_Delay(100);
}
SDL_PauseAudioDevice(cbd[0].dev, 1); SDL_PauseAudioDevice(cbd[0].dev, 1);
SDL_Log("done.\n"); SDL_Log("done.\n");
SDL_CloseAudioDevice(cbd[0].dev); SDL_CloseAudioDevice(cbd[0].dev);
@ -104,6 +114,9 @@ test_multi_audio(int devcount)
keep_going = 1; keep_going = 1;
} }
} }
#ifdef __ANDROID__
while (SDL_PollEvent(&event)){}
#endif
SDL_Delay(100); SDL_Delay(100);
} }