mirror of https://github.com/encounter/SDL.git
Added audio device buffer queueing API.
This commit is contained in:
parent
dfc7535ff7
commit
f30e120aa9
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@ -73,6 +73,7 @@ test/Makefile
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test/SDL2.dll
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test/checkkeys
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test/loopwave
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test/loopwavequeue
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test/testatomic
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test/testaudioinfo
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test/testautomation
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@ -155,6 +155,9 @@ typedef Uint16 SDL_AudioFormat;
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*
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* Once the callback returns, the buffer will no longer be valid.
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* Stereo samples are stored in a LRLRLR ordering.
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*
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* You can choose to avoid callbacks and use SDL_QueueAudio() instead, if
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* you like. Just open your audio device with a NULL callback.
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*/
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typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
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int len);
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@ -171,8 +174,8 @@ typedef struct SDL_AudioSpec
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Uint16 samples; /**< Audio buffer size in samples (power of 2) */
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Uint16 padding; /**< Necessary for some compile environments */
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Uint32 size; /**< Audio buffer size in bytes (calculated) */
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SDL_AudioCallback callback;
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void *userdata;
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SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */
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void *userdata; /**< Userdata passed to callback (ignored for NULL callbacks). */
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} SDL_AudioSpec;
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@ -273,9 +276,11 @@ extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
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* to the audio buffer, and the length in bytes of the audio buffer.
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* This function usually runs in a separate thread, and so you should
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* protect data structures that it accesses by calling SDL_LockAudio()
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* and SDL_UnlockAudio() in your code.
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* and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL
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* pointer here, and call SDL_QueueAudio() with some frequency, to queue
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* more audio samples to be played.
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* - \c desired->userdata is passed as the first parameter to your callback
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* function.
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* function. If you passed a NULL callback, this value is ignored.
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*
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* The audio device starts out playing silence when it's opened, and should
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* be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready
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@ -474,6 +479,100 @@ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
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SDL_AudioFormat format,
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Uint32 len, int volume);
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/**
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* Queue more audio on non-callback devices.
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*
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* SDL offers two ways to feed audio to the device: you can either supply a
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* callback that SDL triggers with some frequency to obtain more audio
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* (pull method), or you can supply no callback, and then SDL will expect
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* you to supply data at regular intervals (push method) with this function.
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*
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* There are no limits on the amount of data you can queue, short of
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* exhaustion of address space. Queued data will drain to the device as
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* necessary without further intervention from you. If the device needs
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* audio but there is not enough queued, it will play silence to make up
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* the difference. This means you will have skips in your audio playback
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* if you aren't routinely queueing sufficient data.
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*
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* This function copies the supplied data, so you are safe to free it when
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* the function returns. This function is thread-safe, but queueing to the
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* same device from two threads at once does not promise which buffer will
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* be queued first.
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*
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* You may not queue audio on a device that is using an application-supplied
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* callback; doing so returns an error. You have to use the audio callback
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* or queue audio with this function, but not both.
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*
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* You should not call SDL_LockAudio() on the device before queueing; SDL
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* handles locking internally for this function.
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*
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* \param dev The device ID to which we will queue audio.
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* \param data The data to queue to the device for later playback.
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* \param len The number of bytes (not samples!) to which (data) points.
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* \return zero on success, -1 on error.
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*
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* \sa SDL_GetQueuedAudioSize
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* \sa SDL_ClearQueuedAudio
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*/
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extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
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/**
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* Get the number of bytes of still-queued audio.
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*
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* This is the number of bytes that have been queued for playback with
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* SDL_QueueAudio(), but have not yet been sent to the hardware.
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*
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* Once we've sent it to the hardware, this function can not decide the exact
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* byte boundary of what has been played. It's possible that we just gave the
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* hardware several kilobytes right before you called this function, but it
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* hasn't played any of it yet, or maybe half of it, etc.
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*
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* You may not queue audio on a device that is using an application-supplied
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* callback; calling this function on such a device always returns 0.
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* You have to use the audio callback or queue audio with SDL_QueueAudio(),
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* but not both.
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*
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* You should not call SDL_LockAudio() on the device before querying; SDL
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* handles locking internally for this function.
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*
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* \param dev The device ID of which we will query queued audio size.
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* \return Number of bytes (not samples!) of queued audio.
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*
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* \sa SDL_QueueAudio
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* \sa SDL_ClearQueuedAudio
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
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/**
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* Drop any queued audio data waiting to be sent to the hardware.
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*
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* Immediately after this call, SDL_GetQueuedAudioSize() will return 0 and
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* the hardware will start playing silence if more audio isn't queued.
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*
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* This will not prevent playback of queued audio that's already been sent
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* to the hardware, as we can not undo that, so expect there to be some
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* fraction of a second of audio that might still be heard. This can be
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* useful if you want to, say, drop any pending music during a level change
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* in your game.
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*
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* You may not queue audio on a device that is using an application-supplied
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* callback; calling this function on such a device is always a no-op.
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* You have to use the audio callback or queue audio with SDL_QueueAudio(),
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* but not both.
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*
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* You should not call SDL_LockAudio() on the device before clearing the
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* queue; SDL handles locking internally for this function.
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*
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* This function always succeeds and thus returns void.
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*
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* \param dev The device ID of which to clear the audio queue.
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*
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* \sa SDL_QueueAudio
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* \sa SDL_GetQueuedAudioSize
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*/
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extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
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/**
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* \name Audio lock functions
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*
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@ -324,6 +324,181 @@ SDL_StreamDeinit(SDL_AudioStreamer * stream)
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}
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#endif
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/* buffer queueing support... */
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/* this expects that you managed thread safety elsewhere. */
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static void
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free_audio_queue(SDL_AudioBufferQueue *buffer)
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{
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while (buffer) {
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SDL_AudioBufferQueue *next = buffer->next;
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SDL_free(buffer);
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buffer = next;
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}
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}
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static void SDLCALL
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SDL_BufferQueueDrainCallback(void *userdata, Uint8 *stream, int _len)
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{
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/* this function always holds the mixer lock before being called. */
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Uint32 len = (Uint32) _len;
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SDL_AudioDevice *device = (SDL_AudioDevice *) userdata;
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SDL_AudioBufferQueue *buffer;
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SDL_assert(device != NULL); /* this shouldn't ever happen, right?! */
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SDL_assert(_len >= 0); /* this shouldn't ever happen, right?! */
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while ((len > 0) && ((buffer = device->buffer_queue_head) != NULL)) {
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const Uint32 avail = buffer->datalen - buffer->startpos;
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const Uint32 cpy = SDL_min(len, avail);
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SDL_assert(device->queued_bytes >= avail);
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SDL_memcpy(stream, buffer->data + buffer->startpos, cpy);
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buffer->startpos += cpy;
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stream += cpy;
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device->queued_bytes -= cpy;
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len -= cpy;
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if (buffer->startpos == buffer->datalen) { /* packet is done, put it in the pool. */
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device->buffer_queue_head = buffer->next;
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SDL_assert((buffer->next != NULL) || (buffer == device->buffer_queue_tail));
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buffer->next = device->buffer_queue_pool;
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device->buffer_queue_pool = buffer;
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}
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}
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SDL_assert((device->buffer_queue_head != NULL) == (device->queued_bytes != 0));
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if (len > 0) { /* fill any remaining space in the stream with silence. */
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SDL_assert(device->buffer_queue_head == NULL);
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SDL_memset(stream, device->spec.silence, len);
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}
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if (device->buffer_queue_head == NULL) {
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device->buffer_queue_tail = NULL; /* in case we drained the queue entirely. */
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}
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}
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int
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SDL_QueueAudio(SDL_AudioDeviceID devid, const void *_data, Uint32 len)
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{
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SDL_AudioDevice *device = get_audio_device(devid);
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const Uint8 *data = (const Uint8 *) _data;
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SDL_AudioBufferQueue *orighead;
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SDL_AudioBufferQueue *origtail;
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Uint32 origlen;
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Uint32 datalen;
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if (!device) {
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return -1; /* get_audio_device() will have set the error state */
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}
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if (device->spec.callback != SDL_BufferQueueDrainCallback) {
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return SDL_SetError("Audio device has a callback, queueing not allowed");
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}
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current_audio.impl.LockDevice(device);
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orighead = device->buffer_queue_head;
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origtail = device->buffer_queue_tail;
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origlen = origtail ? origtail->datalen : 0;
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while (len > 0) {
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SDL_AudioBufferQueue *packet = device->buffer_queue_tail;
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SDL_assert(!packet || (packet->datalen <= SDL_AUDIOBUFFERQUEUE_PACKETLEN));
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if (!packet || (packet->datalen >= SDL_AUDIOBUFFERQUEUE_PACKETLEN)) {
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/* tail packet missing or completely full; we need a new packet. */
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packet = device->buffer_queue_pool;
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if (packet != NULL) {
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/* we have one available in the pool. */
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device->buffer_queue_pool = packet->next;
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} else {
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/* Have to allocate a new one! */
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packet = (SDL_AudioBufferQueue *) SDL_malloc(sizeof (SDL_AudioBufferQueue));
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if (packet == NULL) {
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/* uhoh, reset so we've queued nothing new, free what we can. */
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if (!origtail) {
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packet = device->buffer_queue_head; /* whole queue. */
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} else {
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packet = origtail->next; /* what we added to existing queue. */
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origtail->next = NULL;
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origtail->datalen = origlen;
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}
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device->buffer_queue_head = orighead;
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device->buffer_queue_tail = origtail;
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device->buffer_queue_pool = NULL;
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current_audio.impl.UnlockDevice(device);
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free_audio_queue(packet); /* give back what we can. */
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return SDL_OutOfMemory();
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}
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}
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packet->datalen = 0;
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packet->startpos = 0;
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packet->next = NULL;
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SDL_assert((device->buffer_queue_head != NULL) == (device->queued_bytes != 0));
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if (device->buffer_queue_tail == NULL) {
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device->buffer_queue_head = packet;
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} else {
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device->buffer_queue_tail->next = packet;
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}
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device->buffer_queue_tail = packet;
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}
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datalen = SDL_min(len, SDL_AUDIOBUFFERQUEUE_PACKETLEN - packet->datalen);
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SDL_memcpy(packet->data + packet->datalen, data, datalen);
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data += datalen;
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len -= datalen;
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packet->datalen += datalen;
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device->queued_bytes += datalen;
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}
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current_audio.impl.UnlockDevice(device);
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return 0;
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}
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Uint32
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SDL_GetQueuedAudioSize(SDL_AudioDeviceID devid)
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{
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/* this happens to work for non-queueing devices, since we memset()
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the device to zero at init time, and these devices should return 0. */
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Uint32 retval = 0;
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SDL_AudioDevice *device = get_audio_device(devid);
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if (device) {
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current_audio.impl.LockDevice(device);
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retval = device->queued_bytes;
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current_audio.impl.UnlockDevice(device);
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}
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return retval;
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}
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void
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SDL_ClearQueuedAudio(SDL_AudioDeviceID devid)
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{
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SDL_AudioDevice *device = get_audio_device(devid);
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SDL_AudioBufferQueue *buffer = NULL;
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if (!device) {
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return; /* nothing to do. */
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}
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/* Blank out the device and release the mutex. Free it afterwards. */
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current_audio.impl.LockDevice(device);
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buffer = device->buffer_queue_head;
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device->buffer_queue_tail = NULL;
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device->buffer_queue_head = NULL;
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device->queued_bytes = 0;
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current_audio.impl.UnlockDevice(device);
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free_audio_queue(buffer);
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}
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#if defined(__ANDROID__)
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#include <android/log.h>
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#endif
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@ -800,6 +975,10 @@ close_audio_device(SDL_AudioDevice * device)
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current_audio.impl.CloseDevice(device);
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device->opened = 0;
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}
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free_audio_queue(device->buffer_queue_head);
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free_audio_queue(device->buffer_queue_pool);
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SDL_FreeAudioMem(device);
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}
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@ -814,11 +993,6 @@ prepare_audiospec(const SDL_AudioSpec * orig, SDL_AudioSpec * prepared)
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{
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SDL_memcpy(prepared, orig, sizeof(SDL_AudioSpec));
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if (orig->callback == NULL) {
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SDL_SetError("SDL_OpenAudio() passed a NULL callback");
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return 0;
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}
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if (orig->freq == 0) {
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const char *env = SDL_getenv("SDL_AUDIO_FREQUENCY");
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if ((!env) || ((prepared->freq = SDL_atoi(env)) == 0)) {
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@ -871,7 +1045,6 @@ prepare_audiospec(const SDL_AudioSpec * orig, SDL_AudioSpec * prepared)
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return 1;
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}
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static SDL_AudioDeviceID
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open_audio_device(const char *devname, int iscapture,
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const SDL_AudioSpec * desired, SDL_AudioSpec * obtained,
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@ -950,7 +1123,7 @@ open_audio_device(const char *devname, int iscapture,
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SDL_OutOfMemory();
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return 0;
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}
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SDL_memset(device, '\0', sizeof(SDL_AudioDevice));
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SDL_zerop(device);
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device->spec = *obtained;
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device->enabled = 1;
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device->paused = 1;
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@ -968,8 +1141,9 @@ open_audio_device(const char *devname, int iscapture,
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/* force a device detection if we haven't done one yet. */
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if ( ((iscapture) && (current_audio.inputDevices == NULL)) ||
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((!iscapture) && (current_audio.outputDevices == NULL)) )
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((!iscapture) && (current_audio.outputDevices == NULL)) ) {
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SDL_GetNumAudioDevices(iscapture);
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}
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if (current_audio.impl.OpenDevice(device, devname, iscapture) < 0) {
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close_audio_device(device);
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@ -1043,6 +1217,25 @@ open_audio_device(const char *devname, int iscapture,
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}
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}
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if (device->spec.callback == NULL) { /* use buffer queueing? */
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/* pool a few packets to start. Enough for two callbacks. */
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const int packetlen = SDL_AUDIOBUFFERQUEUE_PACKETLEN;
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const int wantbytes = ((device->convert.needed) ? device->convert.len : device->spec.size) * 2;
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const int wantpackets = (wantbytes / packetlen) + ((wantbytes % packetlen) ? packetlen : 0);
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for (i = 0; i < wantpackets; i++) {
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SDL_AudioBufferQueue *packet = (SDL_AudioBufferQueue *) SDL_malloc(sizeof (SDL_AudioBufferQueue));
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if (packet) { /* don't care if this fails, we'll deal later. */
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packet->datalen = 0;
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packet->startpos = 0;
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packet->next = device->buffer_queue_pool;
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device->buffer_queue_pool = packet;
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}
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}
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device->spec.callback = SDL_BufferQueueDrainCallback;
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device->spec.userdata = device;
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}
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/* Find an available device ID and store the structure... */
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for (id = min_id - 1; id < SDL_arraysize(open_devices); id++) {
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if (open_devices[id] == NULL) {
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@ -33,6 +33,26 @@ typedef struct SDL_AudioDevice SDL_AudioDevice;
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/* Used by audio targets during DetectDevices() */
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typedef void (*SDL_AddAudioDevice)(const char *name);
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/* This is the size of a packet when using SDL_QueueAudio(). We allocate
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these as necessary and pool them, under the assumption that we'll
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eventually end up with a handful that keep recycling, meeting whatever
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the app needs. We keep packing data tightly as more arrives to avoid
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wasting space, and if we get a giant block of data, we'll split them
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into multiple packets behind the scenes. My expectation is that most
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apps will have 2-3 of these in the pool. 8k should cover most needs, but
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if this is crippling for some embedded system, we can #ifdef this.
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The system preallocates enough packets for 2 callbacks' worth of data. */
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#define SDL_AUDIOBUFFERQUEUE_PACKETLEN (8 * 1024)
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/* Used by apps that queue audio instead of using the callback. */
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typedef struct SDL_AudioBufferQueue
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{
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Uint8 data[SDL_AUDIOBUFFERQUEUE_PACKETLEN]; /* packet data. */
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Uint32 datalen; /* bytes currently in use in this packet. */
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Uint32 startpos; /* bytes currently consumed in this packet. */
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struct SDL_AudioBufferQueue *next; /* next item in linked list. */
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} SDL_AudioBufferQueue;
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typedef struct SDL_AudioDriverImpl
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{
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void (*DetectDevices) (int iscapture, SDL_AddAudioDevice addfn);
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@ -119,6 +139,12 @@ struct SDL_AudioDevice
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SDL_Thread *thread;
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SDL_threadID threadid;
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/* Queued buffers (if app not using callback). */
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SDL_AudioBufferQueue *buffer_queue_head; /* device fed from here. */
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SDL_AudioBufferQueue *buffer_queue_tail; /* queue fills to here. */
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SDL_AudioBufferQueue *buffer_queue_pool; /* these are unused packets. */
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Uint32 queued_bytes; /* number of bytes of audio data in the queue. */
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/* * * */
|
||||
/* Data private to this driver */
|
||||
struct SDL_PrivateAudioData *hidden;
|
||||
|
|
|
@ -588,3 +588,6 @@
|
|||
#define SDL_SetWindowHitTest SDL_SetWindowHitTest_REAL
|
||||
#define SDL_GetGlobalMouseState SDL_GetGlobalMouseState_REAL
|
||||
#define SDL_HasAVX2 SDL_HasAVX2_REAL
|
||||
#define SDL_QueueAudio SDL_QueueAudio_REAL
|
||||
#define SDL_GetQueuedAudioSize SDL_GetQueuedAudioSize_REAL
|
||||
#define SDL_ClearQueuedAudio SDL_ClearQueuedAudio_REAL
|
||||
|
|
|
@ -620,3 +620,6 @@ SDL_DYNAPI_PROC(int,SDL_CaptureMouse,(SDL_bool a),(a),return)
|
|||
SDL_DYNAPI_PROC(int,SDL_SetWindowHitTest,(SDL_Window *a, SDL_HitTest b, void *c),(a,b,c),return)
|
||||
SDL_DYNAPI_PROC(Uint32,SDL_GetGlobalMouseState,(int *a, int *b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_HasAVX2,(void),(),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_QueueAudio,(SDL_AudioDeviceID a, const void *b, Uint32 c),(a,b,c),return)
|
||||
SDL_DYNAPI_PROC(Uint32,SDL_GetQueuedAudioSize,(SDL_AudioDeviceID a),(a),return)
|
||||
SDL_DYNAPI_PROC(void,SDL_ClearQueuedAudio,(SDL_AudioDeviceID a),(a),)
|
||||
|
|
|
@ -10,6 +10,7 @@ LIBS = @LIBS@
|
|||
TARGETS = \
|
||||
checkkeys$(EXE) \
|
||||
loopwave$(EXE) \
|
||||
loopwavequeue$(EXE) \
|
||||
testatomic$(EXE) \
|
||||
testaudioinfo$(EXE) \
|
||||
testautomation$(EXE) \
|
||||
|
@ -71,6 +72,9 @@ checkkeys$(EXE): $(srcdir)/checkkeys.c
|
|||
loopwave$(EXE): $(srcdir)/loopwave.c
|
||||
$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
|
||||
|
||||
loopwavequeue$(EXE): $(srcdir)/loopwavequeue.c
|
||||
$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
|
||||
|
||||
testresample$(EXE): $(srcdir)/testresample.c
|
||||
$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
|
||||
|
||||
|
|
|
@ -3,6 +3,7 @@ These are test programs for the SDL library:
|
|||
|
||||
checkkeys Watch the key events to check the keyboard
|
||||
loopwave Audio test -- loop playing a WAV file
|
||||
loopwavequeue Audio test -- loop playing a WAV file with SDL_QueueAudio
|
||||
testaudioinfo Lists audio device capabilities
|
||||
testcdrom Sample audio CD control program
|
||||
testerror Tests multi-threaded error handling
|
||||
|
|
|
@ -0,0 +1,127 @@
|
|||
/*
|
||||
Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely.
|
||||
*/
|
||||
|
||||
/* Program to load a wave file and loop playing it using SDL sound queueing */
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
#if HAVE_SIGNAL_H
|
||||
#include <signal.h>
|
||||
#endif
|
||||
|
||||
#include "SDL.h"
|
||||
|
||||
struct
|
||||
{
|
||||
SDL_AudioSpec spec;
|
||||
Uint8 *sound; /* Pointer to wave data */
|
||||
Uint32 soundlen; /* Length of wave data */
|
||||
int soundpos; /* Current play position */
|
||||
} wave;
|
||||
|
||||
|
||||
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
|
||||
static void
|
||||
quit(int rc)
|
||||
{
|
||||
SDL_Quit();
|
||||
exit(rc);
|
||||
}
|
||||
|
||||
static int done = 0;
|
||||
void
|
||||
poked(int sig)
|
||||
{
|
||||
done = 1;
|
||||
}
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
int i;
|
||||
char filename[4096];
|
||||
|
||||
/* Enable standard application logging */
|
||||
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
|
||||
|
||||
/* Load the SDL library */
|
||||
if (SDL_Init(SDL_INIT_AUDIO) < 0) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
|
||||
return (1);
|
||||
}
|
||||
|
||||
if (argc > 1) {
|
||||
SDL_strlcpy(filename, argv[1], sizeof(filename));
|
||||
} else {
|
||||
SDL_strlcpy(filename, "sample.wav", sizeof(filename));
|
||||
}
|
||||
/* Load the wave file into memory */
|
||||
if (SDL_LoadWAV(filename, &wave.spec, &wave.sound, &wave.soundlen) == NULL) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", filename, SDL_GetError());
|
||||
quit(1);
|
||||
}
|
||||
|
||||
wave.spec.callback = NULL; /* we'll push audio. */
|
||||
|
||||
#if HAVE_SIGNAL_H
|
||||
/* Set the signals */
|
||||
#ifdef SIGHUP
|
||||
signal(SIGHUP, poked);
|
||||
#endif
|
||||
signal(SIGINT, poked);
|
||||
#ifdef SIGQUIT
|
||||
signal(SIGQUIT, poked);
|
||||
#endif
|
||||
signal(SIGTERM, poked);
|
||||
#endif /* HAVE_SIGNAL_H */
|
||||
|
||||
/* Initialize fillerup() variables */
|
||||
if (SDL_OpenAudio(&wave.spec, NULL) < 0) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open audio: %s\n", SDL_GetError());
|
||||
SDL_FreeWAV(wave.sound);
|
||||
quit(2);
|
||||
}
|
||||
|
||||
/*static x[99999]; SDL_QueueAudio(1, x, sizeof (x));*/
|
||||
|
||||
/* Let the audio run */
|
||||
SDL_PauseAudio(0);
|
||||
|
||||
/* Note that we stuff the entire audio buffer into the queue in one
|
||||
shot. Most apps would want to feed it a little at a time, as it
|
||||
plays, but we're going for simplicity here. */
|
||||
|
||||
while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
|
||||
{
|
||||
/* The device from SDL_OpenAudio() is always device #1. */
|
||||
const Uint32 queued = SDL_GetQueuedAudioSize(1);
|
||||
SDL_Log("Device has %u bytes queued.\n", (unsigned int) queued);
|
||||
if (queued <= 8192) { /* time to requeue the whole thing? */
|
||||
if (SDL_QueueAudio(1, wave.sound, wave.soundlen) == 0) {
|
||||
SDL_Log("Device queued %u more bytes.\n", (unsigned int) wave.soundlen);
|
||||
} else {
|
||||
SDL_Log("Device FAILED to queue %u more bytes: %s\n", (unsigned int) wave.soundlen, SDL_GetError());
|
||||
}
|
||||
}
|
||||
|
||||
SDL_Delay(100); /* let it play for awhile. */
|
||||
}
|
||||
|
||||
/* Clean up on signal */
|
||||
SDL_CloseAudio();
|
||||
SDL_FreeWAV(wave.sound);
|
||||
SDL_Quit();
|
||||
return 0;
|
||||
}
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
Loading…
Reference in New Issue