mirror of https://github.com/encounter/SDL.git
coreaudio: we don't need to track number of allocated audio buffers anymore.
CoreAudio takes care of iterating through the buffers and freeing them now, so we don't have to manage this ourselves.
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@ -47,7 +47,6 @@ struct SDL_PrivateAudioData
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{
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SDL_Thread *thread;
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AudioQueueRef audioQueue;
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int numAudioBuffers;
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AudioQueueBufferRef *audioBuffer;
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void *buffer;
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UInt32 bufferOffset;
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@ -667,23 +667,22 @@ prepare_audioqueue(_THIS)
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/* Make sure we can feed the device at least 50 milliseconds at a time. */
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const double msecs = (this->spec.samples / ((double) this->spec.freq)) * 1000.0;
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if (msecs >= 10.0) {
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this->hidden->numAudioBuffers = 2;
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} else {
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this->hidden->numAudioBuffers = (int) (SDL_ceil(10.0 / msecs) * 2);
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int numAudioBuffers = 2;
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if (msecs < 10.0) { /* use more buffers if we have a VERY small sample set. */
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numAudioBuffers = (int) (SDL_ceil(10.0 / msecs) * 2);
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}
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this->hidden->audioBuffer = SDL_calloc(1, sizeof (AudioQueueBufferRef) * this->hidden->numAudioBuffers);
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this->hidden->audioBuffer = SDL_calloc(1, sizeof (AudioQueueBufferRef) * numAudioBuffers);
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if (this->hidden->audioBuffer == NULL) {
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SDL_OutOfMemory();
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return 0;
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}
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#if DEBUG_COREAUDIO
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printf("COREAUDIO: numAudioBuffers == %d\n", this->hidden->numAudioBuffers);
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printf("COREAUDIO: numAudioBuffers == %d\n", numAudioBuffers);
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#endif
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for (i = 0; i < this->hidden->numAudioBuffers; i++) {
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for (i = 0; i < numAudioBuffers; i++) {
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result = AudioQueueAllocateBuffer(this->hidden->audioQueue, this->spec.size, &this->hidden->audioBuffer[i]);
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CHECK_RESULT("AudioQueueAllocateBuffer");
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SDL_memset(this->hidden->audioBuffer[i]->mAudioData, this->spec.silence, this->hidden->audioBuffer[i]->mAudioDataBytesCapacity);
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