21 Commits

Author SHA1 Message Date
Ryan C. Gordon
2fbfe8b912 coreaudio: Set audio callback thread priority.
Fixes Bugzilla #4155.
2019-03-25 12:59:30 -04:00
Ryan C. Gordon
6a3356ab3f Backed out changeset cec31de4e126
This was meant to migrate CoreAudio onto the same SDL_RunAudio() path that
most other audio drivers are on, but it introduced a bug because it doesn't
deal with dropped audio buffers...and fixing that properly just introduces
latency.

I might revisit this later, perhaps by reworking SDL_RunAudio to allow for
this sort of API better, or redesigning the whole subsystem or something, I
don't know. I'm not super-thrilled that this has to exist outside of the usual
codepaths, though.

Fixes Bugzilla #4481.
2019-03-25 12:24:38 -04:00
Sam Lantinga
5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Sam Lantinga
8325df25aa Fixed bug 4169 - Crash due to audio session observer race condition
Jona

The following explains why this bug was happening:
This crash was caused because the audio session was being set as active [session setActive:YES error:&err] when the audio device was actually being CLOSED. Certain cases the audio session being set to active would fail and the method would return right away. Because of the way the error was handled we never removed the SDLInterruptionListener thus leaking it. Later when an interruption was received the THIS_ object would contain a pointer to an already released device causing the crash.

The fix:
When only one device remained open and it was being closed we needed to set the audio session as NOT active and completely ignore the returned error to successfully release the SDLInterruptionListener. I think the user assumed that the open_playback_devices and open_capture_devices would equal 0 when all of them where closed but the truth is that at the end of the closing process that the open devices count is decremented.
2018-05-24 07:30:24 -07:00
Ryan C. Gordon
dc8b55e50b coreaudio: Use the standard SDL audio thread instead of spinning a new one.
Fixes corner cases, like the audio callback not firing if the device is
disconnected, etc.
2018-04-16 02:11:09 -04:00
Sam Lantinga
e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Ryan C. Gordon
fa15674134 coreaudio: changed device close procedure to prevent long hangs in some cases.
The audioqueue thread needs to keep running, and processing the CFRunLoop
until the AudioQueue is disposed of, otherwise CoreAudio will hang waiting for
final data to feed the device.

At least, I think this is how it all works. It definitely fixes the bug here!

Since AudioQueueDispose() calls AudioQueueStop() internally, there's no need
for our thread to handle this, either, which is good because the AudioQueue
would be disposed by this point. So now the AudioQueue is disposed first, and
then our thread is joined, and everything works out okay.

Just in case, we mark the device "paused" before setting everything in motion,
so any further callbacks from CoreAudio will write silence and not fire the
app's audio callback again.

Fixes Bugzilla #3868.
2017-10-13 01:15:29 -04:00
Sam Lantinga
fe6b8f1c31 Fixed Mac OS X build 2017-09-22 11:25:52 -07:00
Sam Lantinga
407e1693ae Fixed audio being silent on older iOS devices
Tested on an iPod running iOS 6.1
2017-09-22 11:15:14 -07:00
Sam Lantinga
c08a7a74a5 Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category,
determining whether the phone mute switch affects the audio
2017-09-15 17:27:32 -07:00
Ryan C. Gordon
6844d92c23 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.
2017-05-24 13:28:13 -04:00
Ryan C. Gordon
fc4402e5ff coreaudio: Better handling of audio buffer queue management.
We don't fill buffers just to throw them away during shutdown now, we let the
AudioQueue free its own buffers during disposal (which fixes possible warnings
getting printed to stderr by CoreAudio), and we stop the queue after running
any queued audio during shutdown, which prevents dropping the end of the
audio playback if you opened the device with an enormous sample buffer.

Fixes Bugzilla #3555.
2017-05-24 13:25:31 -04:00
Ryan C. Gordon
3fd35f6bb0 coreaudio: looks like we need more like a 10ms buffer minimum, not 50ms. 2017-05-24 01:28:03 -04:00
Ryan C. Gordon
793c788b1c coreaudio: dynamically allocate AudioQueueBuffers.
We need more than two buffers to flip between if they are small, or CoreAudio
won't make any sound; apparently it needs X milliseconds of audio queued when
it needs to play more or it drops any queued buffers. We are currently
guessing 50 milliseconds as a minimum, but there's probably a more proper
way to get the minimum time period from the system.

Fixes Bugzilla #3656.
2017-05-24 00:12:22 -04:00
Ryan C. Gordon
c878b59bbe audio: fixed more "spec" references that should have been "callbackspec".
This should catch all the ones for audio targets that have provided their
own audio threads.
2017-05-10 16:18:43 -04:00
Alex Szpakowski
75fb07a6d2 iOS: Only mark interrupted audio devices as non-interrupted if AudioQueueStart is successful. 2017-05-03 18:05:29 -03:00
Sam Lantinga
71a4e8ed13 Stop CoreAudio from doing expensive audio rate conversion 2017-02-23 12:10:02 -08:00
Sam Lantinga
45b774e3f7 Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Philipp Wiesemann
8e88f08150 Mac: Fixed whitespace around function return type. 2016-09-21 23:06:49 +02:00
Alex Szpakowski
f0fca2880f Handle audio interruptions on iOS/tvOS. Fixes bugs 2569 and 2960. 2016-09-18 19:22:09 -03:00
Alex Szpakowski
4209a1fd4c CoreAudio iOS/tvOS: Use AVFoundation instead of AudioSession. Fixes audio on tvOS.
Note that linking with AVFoundation is now required if you don't disable SDL_audio compilation on iOS and tvOS.
2016-09-15 19:59:57 -03:00