audio: run the audio callback even if device was lost.

We will throw away the data anyhow, but some apps depend on the callback
firing to make progress; testmultiaudio.c, if nothing else, is an example
of this.

Capture also will now fire the callback in these conditions, offering nothing
but silence.

Apps can check SDL_GetAudioDeviceStatus() or listen for the
SDL_AUDIODEVICEREMOVED event if they want to gracefully deal with
an opened audio device that has been unexpectedly lost.
This commit is contained in:
Ryan C. Gordon 2017-02-26 00:12:33 -05:00
parent 5728cb2025
commit a366c35f37
1 changed files with 8 additions and 12 deletions

View File

@ -672,7 +672,6 @@ SDL_RunAudio(void *devicep)
data = device->work_buffer;
}
if ( SDL_AtomicGet(&device->enabled) ) {
/* !!! FIXME: this should be LockDevice. */
SDL_LockMutex(device->mixer_lock);
if (SDL_AtomicGet(&device->paused)) {
@ -681,9 +680,6 @@ SDL_RunAudio(void *devicep)
callback(udata, data, data_len);
}
SDL_UnlockMutex(device->mixer_lock);
} else {
SDL_memset(data, silence, data_len);
}
if (device->stream) {
/* Stream available audio to device, converting/resampling. */
@ -752,7 +748,7 @@ SDL_CaptureAudio(void *devicep)
int still_need;
Uint8 *ptr;
if (!SDL_AtomicGet(&device->enabled) || SDL_AtomicGet(&device->paused)) {
if (SDL_AtomicGet(&device->paused)) {
SDL_Delay(delay); /* just so we don't cook the CPU. */
if (device->stream) {
SDL_AudioStreamClear(device->stream);
@ -774,7 +770,7 @@ SDL_CaptureAudio(void *devicep)
and block when there isn't data so this thread isn't eating CPU.
But we don't process it further or call the app's callback. */
while (still_need > 0) {
while (SDL_AtomicGet(&device->enabled) && (still_need > 0)) {
const int rc = current_audio.impl.CaptureFromDevice(device, ptr, still_need);
SDL_assert(rc <= still_need); /* device should not overflow buffer. :) */
if (rc > 0) {