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Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause is followed immediately by a surfaceChanged event because the lock screen is shown in portrait mode. This triggers a "false" resume. So, we just pause and resume following the onWindowFocusChanged events. Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before blocking the event pump.
This commit is contained in:
365
src/audio/bsd/SDL_bsdaudio.c
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365
src/audio/bsd/SDL_bsdaudio.c
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_config.h"
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#if SDL_AUDIO_DRIVER_BSD
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/*
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* Driver for native OpenBSD/NetBSD audio(4).
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* vedge@vedge.com.ar.
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*/
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#include <errno.h>
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#include <unistd.h>
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#include <fcntl.h>
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#include <sys/time.h>
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#include <sys/ioctl.h>
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#include <sys/stat.h>
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#include <sys/types.h>
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#include <sys/audioio.h>
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#include "SDL_timer.h"
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#include "SDL_audio.h"
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#include "../SDL_audiomem.h"
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#include "../SDL_audio_c.h"
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#include "../SDL_audiodev_c.h"
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#include "SDL_bsdaudio.h"
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/* Use timer for synchronization */
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/* #define USE_TIMER_SYNC */
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/* #define DEBUG_AUDIO */
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/* #define DEBUG_AUDIO_STREAM */
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static void
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BSDAUDIO_DetectDevices(int iscapture, SDL_AddAudioDevice addfn)
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{
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SDL_EnumUnixAudioDevices(iscapture, 0, NULL, addfn);
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}
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static void
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BSDAUDIO_Status(_THIS)
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{
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#ifdef DEBUG_AUDIO
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/* *INDENT-OFF* */
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audio_info_t info;
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if (ioctl(this->hidden->audio_fd, AUDIO_GETINFO, &info) < 0) {
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fprintf(stderr, "AUDIO_GETINFO failed.\n");
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return;
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}
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fprintf(stderr, "\n"
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"[play/record info]\n"
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"buffer size : %d bytes\n"
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"sample rate : %i Hz\n"
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"channels : %i\n"
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"precision : %i-bit\n"
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"encoding : 0x%x\n"
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"seek : %i\n"
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"sample count : %i\n"
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"EOF count : %i\n"
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"paused : %s\n"
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"error occured : %s\n"
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"waiting : %s\n"
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"active : %s\n"
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"",
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info.play.buffer_size,
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info.play.sample_rate,
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info.play.channels,
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info.play.precision,
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info.play.encoding,
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info.play.seek,
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info.play.samples,
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info.play.eof,
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info.play.pause ? "yes" : "no",
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info.play.error ? "yes" : "no",
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info.play.waiting ? "yes" : "no",
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info.play.active ? "yes" : "no");
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fprintf(stderr, "\n"
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"[audio info]\n"
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"monitor_gain : %i\n"
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"hw block size : %d bytes\n"
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"hi watermark : %i\n"
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"lo watermark : %i\n"
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"audio mode : %s\n"
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"",
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info.monitor_gain,
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info.blocksize,
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info.hiwat, info.lowat,
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(info.mode == AUMODE_PLAY) ? "PLAY"
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: (info.mode = AUMODE_RECORD) ? "RECORD"
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: (info.mode == AUMODE_PLAY_ALL ? "PLAY_ALL" : "?"));
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/* *INDENT-ON* */
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#endif /* DEBUG_AUDIO */
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}
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/* This function waits until it is possible to write a full sound buffer */
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static void
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BSDAUDIO_WaitDevice(_THIS)
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{
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#ifndef USE_BLOCKING_WRITES /* Not necessary when using blocking writes */
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/* See if we need to use timed audio synchronization */
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if (this->hidden->frame_ticks) {
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/* Use timer for general audio synchronization */
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Sint32 ticks;
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ticks =
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((Sint32) (this->hidden->next_frame - SDL_GetTicks())) -
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FUDGE_TICKS;
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if (ticks > 0) {
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SDL_Delay(ticks);
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}
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} else {
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/* Use select() for audio synchronization */
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fd_set fdset;
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struct timeval timeout;
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FD_ZERO(&fdset);
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FD_SET(this->hidden->audio_fd, &fdset);
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timeout.tv_sec = 10;
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timeout.tv_usec = 0;
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#ifdef DEBUG_AUDIO
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fprintf(stderr, "Waiting for audio to get ready\n");
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#endif
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if (select(this->hidden->audio_fd + 1, NULL, &fdset, NULL, &timeout)
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<= 0) {
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const char *message =
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"Audio timeout - buggy audio driver? (disabled)";
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/* In general we should never print to the screen,
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but in this case we have no other way of letting
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the user know what happened.
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*/
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fprintf(stderr, "SDL: %s\n", message);
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this->enabled = 0;
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/* Don't try to close - may hang */
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this->hidden->audio_fd = -1;
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#ifdef DEBUG_AUDIO
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fprintf(stderr, "Done disabling audio\n");
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#endif
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}
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#ifdef DEBUG_AUDIO
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fprintf(stderr, "Ready!\n");
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#endif
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}
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#endif /* !USE_BLOCKING_WRITES */
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}
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static void
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BSDAUDIO_PlayDevice(_THIS)
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{
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int written, p = 0;
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/* Write the audio data, checking for EAGAIN on broken audio drivers */
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do {
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written = write(this->hidden->audio_fd,
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&this->hidden->mixbuf[p], this->hidden->mixlen - p);
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if (written > 0)
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p += written;
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if (written == -1 && errno != 0 && errno != EAGAIN && errno != EINTR) {
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/* Non recoverable error has occurred. It should be reported!!! */
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perror("audio");
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break;
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}
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if (p < written
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|| ((written < 0) && ((errno == 0) || (errno == EAGAIN)))) {
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SDL_Delay(1); /* Let a little CPU time go by */
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}
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} while (p < written);
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/* If timer synchronization is enabled, set the next write frame */
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if (this->hidden->frame_ticks) {
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this->hidden->next_frame += this->hidden->frame_ticks;
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}
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/* If we couldn't write, assume fatal error for now */
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if (written < 0) {
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this->enabled = 0;
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}
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#ifdef DEBUG_AUDIO
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fprintf(stderr, "Wrote %d bytes of audio data\n", written);
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#endif
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}
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static Uint8 *
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BSDAUDIO_GetDeviceBuf(_THIS)
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{
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return (this->hidden->mixbuf);
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}
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static void
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BSDAUDIO_CloseDevice(_THIS)
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{
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if (this->hidden != NULL) {
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if (this->hidden->mixbuf != NULL) {
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SDL_FreeAudioMem(this->hidden->mixbuf);
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this->hidden->mixbuf = NULL;
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}
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if (this->hidden->audio_fd >= 0) {
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close(this->hidden->audio_fd);
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this->hidden->audio_fd = -1;
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}
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SDL_free(this->hidden);
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this->hidden = NULL;
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}
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}
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static int
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BSDAUDIO_OpenDevice(_THIS, const char *devname, int iscapture)
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{
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const int flags = ((iscapture) ? OPEN_FLAGS_INPUT : OPEN_FLAGS_OUTPUT);
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SDL_AudioFormat format = 0;
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audio_info_t info;
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/* We don't care what the devname is...we'll try to open anything. */
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/* ...but default to first name in the list... */
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if (devname == NULL) {
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devname = SDL_GetAudioDeviceName(0, iscapture);
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if (devname == NULL) {
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return SDL_SetError("No such audio device");
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}
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}
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/* Initialize all variables that we clean on shutdown */
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this->hidden = (struct SDL_PrivateAudioData *)
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SDL_malloc((sizeof *this->hidden));
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if (this->hidden == NULL) {
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return SDL_OutOfMemory();
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}
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SDL_memset(this->hidden, 0, (sizeof *this->hidden));
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/* Open the audio device */
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this->hidden->audio_fd = open(devname, flags, 0);
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if (this->hidden->audio_fd < 0) {
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return SDL_SetError("Couldn't open %s: %s", devname, strerror(errno));
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}
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AUDIO_INITINFO(&info);
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/* Calculate the final parameters for this audio specification */
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SDL_CalculateAudioSpec(&this->spec);
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/* Set to play mode */
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info.mode = AUMODE_PLAY;
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if (ioctl(this->hidden->audio_fd, AUDIO_SETINFO, &info) < 0) {
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BSDAUDIO_CloseDevice(this);
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return SDL_SetError("Couldn't put device into play mode");
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}
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AUDIO_INITINFO(&info);
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for (format = SDL_FirstAudioFormat(this->spec.format);
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format; format = SDL_NextAudioFormat()) {
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switch (format) {
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case AUDIO_U8:
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info.play.encoding = AUDIO_ENCODING_ULINEAR;
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info.play.precision = 8;
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break;
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case AUDIO_S8:
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info.play.encoding = AUDIO_ENCODING_SLINEAR;
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info.play.precision = 8;
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break;
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case AUDIO_S16LSB:
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info.play.encoding = AUDIO_ENCODING_SLINEAR_LE;
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info.play.precision = 16;
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break;
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case AUDIO_S16MSB:
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info.play.encoding = AUDIO_ENCODING_SLINEAR_BE;
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info.play.precision = 16;
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break;
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case AUDIO_U16LSB:
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info.play.encoding = AUDIO_ENCODING_ULINEAR_LE;
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info.play.precision = 16;
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break;
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case AUDIO_U16MSB:
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info.play.encoding = AUDIO_ENCODING_ULINEAR_BE;
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info.play.precision = 16;
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break;
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default:
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continue;
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}
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if (ioctl(this->hidden->audio_fd, AUDIO_SETINFO, &info) == 0) {
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break;
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}
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}
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if (!format) {
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BSDAUDIO_CloseDevice(this);
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return SDL_SetError("No supported encoding for 0x%x", this->spec.format);
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}
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this->spec.format = format;
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AUDIO_INITINFO(&info);
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info.play.channels = this->spec.channels;
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if (ioctl(this->hidden->audio_fd, AUDIO_SETINFO, &info) == -1) {
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this->spec.channels = 1;
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}
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AUDIO_INITINFO(&info);
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info.play.sample_rate = this->spec.freq;
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info.blocksize = this->spec.size;
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info.hiwat = 5;
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info.lowat = 3;
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(void) ioctl(this->hidden->audio_fd, AUDIO_SETINFO, &info);
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(void) ioctl(this->hidden->audio_fd, AUDIO_GETINFO, &info);
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this->spec.freq = info.play.sample_rate;
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/* Allocate mixing buffer */
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this->hidden->mixlen = this->spec.size;
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this->hidden->mixbuf = (Uint8 *) SDL_AllocAudioMem(this->hidden->mixlen);
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if (this->hidden->mixbuf == NULL) {
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BSDAUDIO_CloseDevice(this);
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return SDL_OutOfMemory();
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}
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SDL_memset(this->hidden->mixbuf, this->spec.silence, this->spec.size);
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BSDAUDIO_Status(this);
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/* We're ready to rock and roll. :-) */
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return 0;
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}
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static int
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BSDAUDIO_Init(SDL_AudioDriverImpl * impl)
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{
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/* Set the function pointers */
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impl->DetectDevices = BSDAUDIO_DetectDevices;
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impl->OpenDevice = BSDAUDIO_OpenDevice;
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impl->PlayDevice = BSDAUDIO_PlayDevice;
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impl->WaitDevice = BSDAUDIO_WaitDevice;
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impl->GetDeviceBuf = BSDAUDIO_GetDeviceBuf;
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impl->CloseDevice = BSDAUDIO_CloseDevice;
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return 1; /* this audio target is available. */
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}
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AudioBootStrap BSD_AUDIO_bootstrap = {
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"bsd", "BSD audio", BSDAUDIO_Init, 0
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};
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#endif /* SDL_AUDIO_DRIVER_BSD */
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/* vi: set ts=4 sw=4 expandtab: */
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