mirror of https://github.com/encounter/SDL.git
[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.
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@ -1348,17 +1348,26 @@ void
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SDL_PauseAudioDevice(SDL_AudioDeviceID devid, int pause_on)
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SDL_PauseAudioDevice(SDL_AudioDeviceID devid, int pause_on)
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{
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{
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SDL_AudioDevice *device = get_audio_device(devid);
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SDL_AudioDevice *device = get_audio_device(devid);
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if (device) {
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if (device && device->paused != pause_on) {
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current_audio.impl.LockDevice(device);
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if (pause_on) {
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current_audio.impl.LockDevice(device);
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}
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device->paused = pause_on;
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device->paused = pause_on;
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current_audio.impl.UnlockDevice(device);
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if (!pause_on) {
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current_audio.impl.UnlockDevice(device);
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}
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}
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}
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}
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}
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void
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void
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SDL_PauseAudio(int pause_on)
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SDL_PauseAudio(int pause_on)
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{
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{
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SDL_PauseAudioDevice(1, pause_on);
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int id;
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for (id = 0; id < SDL_arraysize(open_devices); id++) {
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if (open_devices[id] != NULL) {
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SDL_PauseAudioDevice(id+1, pause_on);
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}
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}
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}
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}
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@ -74,13 +74,14 @@ Android_PumpEvents(_THIS)
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if (isPaused && !isPausing) {
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if (isPaused && !isPausing) {
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/* Make sure this is the last thing we do before pausing */
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/* Make sure this is the last thing we do before pausing */
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android_egl_context_backup();
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android_egl_context_backup();
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SDL_PauseAudio(1);
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if(SDL_SemWait(Android_ResumeSem) == 0) {
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if(SDL_SemWait(Android_ResumeSem) == 0) {
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#else
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#else
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if (isPaused) {
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if (isPaused) {
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if(SDL_SemTryWait(Android_ResumeSem) == 0) {
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if(SDL_SemTryWait(Android_ResumeSem) == 0) {
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#endif
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#endif
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isPaused = 0;
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isPaused = 0;
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SDL_PauseAudio(0);
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/* Restore the GL Context from here, as this operation is thread dependent */
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/* Restore the GL Context from here, as this operation is thread dependent */
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if (!SDL_HasEvent(SDL_QUIT)) {
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if (!SDL_HasEvent(SDL_QUIT)) {
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android_egl_context_restore();
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android_egl_context_restore();
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@ -103,6 +104,7 @@ Android_PumpEvents(_THIS)
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#else
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#else
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if(SDL_SemTryWait(Android_PauseSem) == 0) {
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if(SDL_SemTryWait(Android_PauseSem) == 0) {
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android_egl_context_backup();
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android_egl_context_backup();
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SDL_PauseAudio(1);
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isPaused = 1;
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isPaused = 1;
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}
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}
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#endif
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#endif
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@ -50,6 +50,12 @@ test_multi_audio(int devcount)
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callback_data cbd[64];
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callback_data cbd[64];
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int keep_going = 1;
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int keep_going = 1;
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int i;
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int i;
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#ifdef __ANDROID__
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SDL_Event event;
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SDL_CreateWindow("testmultiaudio", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 320, 240, 0);
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#endif
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if (devcount > 64) {
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if (devcount > 64) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Too many devices (%d), clamping to 64...\n",
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Too many devices (%d), clamping to 64...\n",
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@ -71,8 +77,12 @@ test_multi_audio(int devcount)
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Open device failed: %s\n", SDL_GetError());
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Open device failed: %s\n", SDL_GetError());
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} else {
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} else {
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SDL_PauseAudioDevice(cbd[0].dev, 0);
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SDL_PauseAudioDevice(cbd[0].dev, 0);
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while (!cbd[0].done)
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while (!cbd[0].done) {
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#ifdef __ANDROID__
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while (SDL_PollEvent(&event)){}
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#endif
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SDL_Delay(100);
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SDL_Delay(100);
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}
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SDL_PauseAudioDevice(cbd[0].dev, 1);
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SDL_PauseAudioDevice(cbd[0].dev, 1);
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SDL_Log("done.\n");
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SDL_Log("done.\n");
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SDL_CloseAudioDevice(cbd[0].dev);
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SDL_CloseAudioDevice(cbd[0].dev);
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@ -104,6 +114,9 @@ test_multi_audio(int devcount)
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keep_going = 1;
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keep_going = 1;
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}
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}
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}
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}
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#ifdef __ANDROID__
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while (SDL_PollEvent(&event)){}
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#endif
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SDL_Delay(100);
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SDL_Delay(100);
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}
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}
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