Commit Graph

336 Commits

Author SHA1 Message Date
Ryan C. Gordon 551cdc8dec audio: better way to calculate buffer drain wait times. 2016-10-07 14:42:24 -04:00
Ryan C. Gordon 76f48acf63 audio: threading and device hang improvements.
This tries to make SDL robust against device drivers that have hung up,
apps don't freeze in catastrophic (but not necessarily uncommon) conditions.

Now we detach the audio thread and let it clean up and don't care if it
never actually runs to completion.
2016-10-07 14:35:25 -04:00
Sam Lantinga 3b0c79363d Some systems include both "default:" and "hw:" for the same usb device 2016-10-07 11:18:55 -07:00
Sam Lantinga 8e1994614c fix for finding ALSA hotplug devices on Steam Link
James Zipperer

The device names show up as "default:", not "hw:"
2016-10-06 06:08:16 -07:00
Sam Lantinga 9257b72d53 Backed out a very unsafe change that was trying to prevent audio hang at quit.
Ryan and I have ideas on a better way to handle this.
2016-10-05 00:12:16 -07:00
Sam Lantinga bac61096d8 ensure SDL_AUDIODEVICEREMOVED gets sent when hotplug removes a device
James Zipperer

The problem I was seeing was that the the ALSA hotplug thread would call SDL_RemoveAudioDevice, but my application code was not seeing an SDL_AUDIODEVICEREMOVED event to go along with it.   To fix it, I added some code into SDL_RemoveAudioDevice to call SDL_OpenedAudioDeviceDisconnected on the corresponding open audio device.  There didn't appear to be a way to cross reference the handle that SDL_RemoveAudioDevice gets and the SDL_AudioDevice pointer that SDL_OpenedAudioDeviceDisconnected needs, so I ended up adding a void *handle field to struct SDL_AudioDevice so that I could do the cross reference.

Is there some other way beside adding a void *handle field to the struct to get the proper information for SDL_OpenedAudioDeviceDisconnected?
2016-10-04 06:48:07 -07:00
Sam Lantinga 69cf170356 fix deadlock on close device
James Zipperer

snd_pcm_drain doesn't always drain when you unplug a usb device.  Use snd_pcm_drop instead
2016-10-04 06:46:46 -07:00
Sam Lantinga 2558c9c836 fix audio deadlock
James Zipperer

Close the audio device before waiting for the audio thread to complete, which fixes a situation where the audio thread never completes

Add an additional check in the audio thread to see if the device is enabled and bail out if the device is no longer enabled
2016-10-04 06:45:28 -07:00
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
Ryan C. Gordon 06700a905b emscripten: get even more aggressive about audio device closing.
I still get exceptions thrown sometimes on shutdown without this.
2016-09-18 18:07:47 -04:00
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
Alex Szpakowski f050576665 Initial Apple TV / tvOS support.
The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used.

A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
2016-09-13 22:18:06 -03:00
Alon Zakai 63200ea395 optimize a getValue 2016-09-13 00:03:41 -07:00
Ryan C. Gordon 0265d3af9b coreaudio: Move from AudioUnits to AudioQueues.
AudioQueues are available in Mac OS X 10.5 and later (and iOS 2.0 and later).
Their API is much more clear (and if you don't mind the threading tapdance
to get its own CFRunLoop) much easier to use in general for our purposes.

As an added benefit: they seemlessly deal with format conversion in ways
AudioUnits don't: for example, my MacBook Pro's built-in microphone won't
capture at 8000Hz and the AudioUnit version wouldn't resample to hide this
fact; the AudioQueue version, however, can handle this.
2016-09-04 01:23:55 -04:00
Ryan C. Gordon 3b53304a94 coreaudio: capture devices should let the system allocate the render buffer. 2016-09-03 00:13:41 -04:00
Ryan C. Gordon fda7a3d158 coreaudio: Replaced an int with an SDL_bool. 2016-09-02 13:12:21 -04:00
Ryan C. Gordon f9d9708f6b coreaudio: Move some variable declarations to the top of the scope. 2016-09-02 13:11:28 -04:00
Ryan C. Gordon 2098bfb3ca emscripten: Be more aggressive when closing audio capture devices.
Fixes exceptions being thrown on shutdown.
2016-08-31 16:10:04 -04:00
Ryan C. Gordon c9bfcbde6e nacl: Patched to compile. 2016-08-28 18:52:25 -04:00
Ryan C. Gordon 714aa21136 Patched to compile on Haiku. 2016-08-28 18:24:44 -04:00
Ryan C. Gordon 2da1ec8354 Merge audio capture work back into the mainline. 2016-08-28 13:36:13 -04:00
Ryan C. Gordon 06dcdc7d48 Patched to compile. 2016-08-28 11:56:11 -04:00
Ryan C. Gordon 850da32f30 alsa: Implemented hotplug support, cleaned up device names. 2016-08-28 08:50:26 -07:00
Ryan C. Gordon cfa95fe68c alsa: don't enumerate virtual devices, just physical hardware. 2016-08-15 10:09:41 -04:00
Ryan C. Gordon 3b88f5c690 emscripten audio: check for an "undefined" object, remove some console.log(). 2016-08-12 00:03:58 -04:00
Ryan C. Gordon e435659c63 audio: Cleaned up "extern AudioBootStrap" list. 2016-08-11 22:26:58 -04:00
Ryan C. Gordon 6f4bcd2498 audio: Renamed some internal driver symbols in various targets. 2016-08-11 22:22:09 -04:00
Ryan C. Gordon 8f0af77354 android: implement audio capture support. 2016-08-11 22:04:49 -04:00
Ryan C. Gordon b78ec97496 directsound: Implemented audio capture support. 2016-08-10 16:00:16 -04:00
Ryan C. Gordon 21c7fe0060 windows: directsound should also map audio device GUIDs to proper names.
Moved this code from winmm into core so both can use it.

DirectSound (at least on Win10) also returns truncated device names, even
though it's handed in as a string pointer and not a static-sized buffer.  :/
2016-08-10 15:34:24 -04:00
Ryan C. Gordon b879595a2a audio: Patched to compile on C89 compilers. 2016-08-10 14:14:14 -04:00
Ryan C. Gordon 244d2dbcd5 emscripten audio: fix timer on capture's silence callback. 2016-08-10 14:13:48 -04:00
Ryan C. Gordon 7a8e4cb019 directsound: recalculate audiospec size before creating secondary buffer.
I think this was a bug before? Maybe I'm misunderstanding this, but it looks
like it was working because we allocate room for 8 chunks...
2016-08-09 19:35:46 -04:00
Ryan C. Gordon 358a168c9d emscripten audio: Added audio capture support. 2016-08-09 16:58:32 -04:00
Ryan C. Gordon 5de11a5fc5 Added a FIXME. 2016-08-09 16:58:06 -04:00
Ryan C. Gordon a05bde2170 audio: Only allocate fake_stream if we're using the standard audio threads. 2016-08-09 00:44:59 -04:00
Ryan C. Gordon be8d7a46fb audio: simplifed check for internal callback.
Easier to check when it's NULL instead of a list of known internal functions.
2016-08-09 00:44:05 -04:00
Ryan C. Gordon df4985e207 dsp: Implemented audio capture support. 2016-08-07 02:43:20 -04:00
Ryan C. Gordon a0ff2554c1 winmm: Try to get full device names from the Windows Registry. 2016-08-07 01:48:38 -04:00
Ryan C. Gordon ff7df7e687 winmm: Added a FIXME for truncated device names. 2016-08-06 23:05:02 -04:00
Ryan C. Gordon 51d1523380 winmm: Implemented audio capture support. 2016-08-06 19:34:32 -04:00
Ryan C. Gordon 4499e5bcc6 disk audio: Make default i/o delay match what device is meant to be running at. 2016-08-06 03:45:45 -04:00
Ryan C. Gordon 978df1ad74 disk audio: Implemented "capture" support, cleaned up some things. 2016-08-06 03:39:15 -04:00
Ryan C. Gordon 7315390171 audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()). 2016-08-06 02:47:27 -04:00
Ryan C. Gordon e7347a4027 audio: SDL_ClearQueuedAudio() should free everything but two packets.
Otherwise, if you had a massive, one-time queue buildup, the memory from that
remains allocated until you close the device. Also, if you are just using a
reasonable amount of space, this would previously cause you to reallocate it
over and over instead of keeping a little bit of memory around.
2016-08-06 02:27:55 -04:00
Ryan C. Gordon 9a33154450 nas: initial shot at audio capture support. Compiles, but not tested. 2016-08-05 04:23:32 -04:00
Ryan C. Gordon 9b2a59ef05 audio: Changed OnlyHasDefaultInputDevice to OnlyHasDefaultCaptureDevice. 2016-08-05 02:04:48 -04:00
Ryan C. Gordon 761a79788c audio: changed some SDL_memset() calls to SDL_zero(), other minor corrections. 2016-08-05 01:59:06 -04:00
Ryan C. Gordon 979de761c9 audio: Removed internal SDL_audiomem.h and macros.
I think this was important for SDL 1.2 because some targets needed
special device memory for DMA buffers or locked memory buffers for use in
hardware interrupts or something, but since it just defines to SDL_malloc
and SDL_free now, I took it out for clarity's sake.
2016-08-05 01:44:15 -04:00
Ryan C. Gordon 9b64772775 audio: Clean up some CloseDevice() interface details.
- It's now always called if device->hidden isn't NULL, even if OpenDevice()
  failed halfway through. This lets implementation code not have to clean up
  itself on every possible failure point; just return an error and SDL will
  handle it for you.

- Implementations can assume this->hidden != NULL and not check for it.

- implementations don't have to set this->hidden = NULL when done, because
  the caller is always about to free(this).

- Don't reset other fields that are in a block of memory about to be free()'d.

- Implementations all now free things like internal mix buffers last, after
  closing devices and such, to guarantee they definitely aren't in use anymore
  at the point of deallocation.
2016-08-05 01:44:41 -04:00
Ryan C. Gordon 30a9139bc3 arts: backed out audio capture support.
Turns out that libartsc isn't thread-safe, so if we run a capture and playback
device at the same time, it often crashes in arts's internal event loop.

We could throw mutexes around the read/write calls, but these are meant to
block, so one device could cause serious latency and stutter in the other.

Since this audio target isn't in high-demand (Ubuntu hasn't offered a libartsc
package for years), I'm just backing out the capture support. If someone needs
it, they can pull it out of the revision history.
2016-08-04 11:51:17 -04:00
Ryan C. Gordon 20cd5e44ce dummy audio: Patched to compile. 2016-08-03 16:54:10 -04:00
Ryan C. Gordon 17246ba95e dummy audio: Implemented dummy audio capture support. :) 2016-08-03 02:18:47 -04:00
Ryan C. Gordon 9dd8477a21 bsdaudio: first shot at audio capture support!
(untested, uncompiled...for now.)
2016-08-03 01:57:41 -04:00
Ryan C. Gordon d30a2f5ad8 bsdaudio: this appears to be using the wrong variable...?
(We probably never noticed because this is meant to block until it fully
writes a buffer, and would only trigger an issue if we had a short write
that wasn't otherwise an error condition.)
2016-08-03 01:56:58 -04:00
Ryan C. Gordon ecbd625c4b arts: Patched to (maybe) compile. 2016-08-03 01:53:59 -04:00
Ryan C. Gordon a7dddacd99 arts: implemented audio capture support.
(completely untested! Not even compiled!!).
2016-08-03 01:01:44 -04:00
Ryan C. Gordon 38f4b68ca7 alsa: capture devices don't need a mixbuf allocated. 2016-08-03 01:00:30 -04:00
Ryan C. Gordon a9ef240cef coreaudio: Implemented audio capture for iOS. 2016-08-03 00:30:12 -04:00
Ryan C. Gordon 41e8f9ede4 alsa: Implemented audio capture support! 2016-08-02 15:06:40 -04:00
Ryan C. Gordon 754efd43f4 alsa: Cleaned up the 5.1 swizzle mess a little.
Shouldn't this be something ALSA handles for us with channel maps, so we can
just delete this code?
2016-08-02 15:06:05 -04:00
Ryan C. Gordon 6bd1ec6bb0 audio: a little more robustness in the capture device's thread. 2016-08-02 15:04:33 -04:00
Ryan C. Gordon d662bc04a5 pulseaudio: Implemented audio capture support! 2016-08-02 13:50:58 -04:00
Ryan C. Gordon 0d0f7080a3 audio: implemented higher level infrastructure for running capture devices. 2016-08-02 13:50:21 -04:00
Ryan C. Gordon 6d5c9c1e67 audio: Made some SDL_AudioDevice fields atomic.
This makes sure they're properly communicated to the audio threads.
2016-08-02 13:48:52 -04:00
Ryan C. Gordon 67f2538c41 audio: changed some internal ints to be SDL_bools. 2016-08-01 13:32:27 -04:00
Ryan C. Gordon a94376c72d nacl: unlock audio thread mutex when done with it. 2016-08-01 11:47:02 -04:00
Ryan C. Gordon c754662dda audio: Make SDL_AudioDevice::shutdown an atomic value.
Just to make sure this get communicated to the audio thread properly.
2016-08-01 11:45:45 -04:00
Ryan C. Gordon 015dd8dd1d audio: Implemented capture support for Mac OS X CoreAudio.
I don't know what iOS wants yet, so this code might work there, too...?
2016-08-01 00:20:47 -04:00
Ryan C. Gordon ee09975007 audio: Initial bits to enable audio capture support. 2016-08-01 00:18:56 -04:00
Philipp Wiesemann 427472fe2e ALSA: Fixed adding wrong status to error message (thanks, romain145!).
Fixes Bugzilla #3364.
2016-07-19 21:02:44 +02:00
Alex Szpakowski 4a468739f8 Removed Mac OS 10.5 support (bug #3137). Also fixed a warning about deprecated Carbon code when using SDL_audio (bug #3127, thanks Dominik!) 2016-05-21 00:20:52 -03:00
Ryan C. Gordon 9b4db2b8aa Patched to compile on various platforms. 2016-04-12 18:11:36 -04:00
Ryan C. Gordon c61675dc5d threads: Move SDL's own thread creation to a new internal API.
This allows us to set an explicit stack size (overriding the system default
and the global hint an app might have set), and remove all the macro salsa
for dealing with _beginthreadex and such, as internal threads always set those
to NULL anyhow.

I've taken some guesses on reasonable (and tiny!) stack sizes for our
internal threads, but some of these might turn out to be too small in
practice and need an increase. Most of them are simple functions, though.
2016-04-12 16:45:10 -04:00
Ryan C. Gordon a581346fae alsa: Make device enumeration robust against weird results with NULL strings. 2016-04-04 22:49:13 -04:00
Ryan C. Gordon 1e8df9cd60 alsa: Implemented basic device detection.
This is kind of nasty, because ALSA reports dozens of "devices" that aren't
really things you'd ever want, or things that should be listed this way, but
the default path still works as before, and it at least allows these devices
to be available to apps.

This does not handle hotplugging yet. You get a device list at init time
and that's it.
2016-03-05 23:25:23 -05:00
Philipp Wiesemann 9bdd188115 PSP: Removed inlined copy of SDL_CalculateAudioSpec()'s functionality. 2016-01-27 23:20:23 +01:00
Sam Lantinga 68a3272852 Fixed sed error on Mac OS X and updated copyright on a few last files 2016-01-02 10:38:51 -08:00
Sam Lantinga 42065e785d Updated copyright to 2016 2016-01-02 10:10:34 -08:00
Sam Lantinga 8ddcc63ac7 sdl:
xaudio2 is not linked against sdl but the sdk already handles dynamically loading (XAudio2Create is inlined and just loads a com object). Updated SDL_xaudio2.c
2015-12-18 18:49:35 -08:00
David Ludwig 25abce513d WinRT: added Win10/UWP (Universal Windows Platform) support
"UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs.

This set of changes updates SDL's WinRT backends to support the Win10 flavor
of WinRT.  It has been tested on Win10 on a desktop.  In theory, it should
also support Win10 on other devices (phone, Xbox One, etc.), however further
patches may be necessary.

This adds:
- a set of MSVC 2015 project files, for use in creating UWP apps
- modifications to various pieces of SDL, in order to compile via MSVC 2015 +
  the Win10 API set
- enables SDL_Window resizing and programmatic-fullscreen toggling, when using
  the WinRT backend
- WinRT README updates
2015-11-29 19:33:11 -05:00
Philipp Wiesemann fcc5940935 Emscripten: Added missing error messages for audio and joystick init failures. 2015-08-05 21:04:10 +02:00
Ryan C. Gordon 4986563d2f Fixed assertion failure in diskaudio target caused by new hotplugging support.
Fixes Bugzilla #3032.
2015-06-30 13:46:06 -04:00
Alfred Reynolds cbbdd27ad3 SDL
- disable compiling in XAudio2 support. We both need the DX SDK to make this code plus we need to work out the runtime dependency problem this code bring in on windows (needing the DX runtime installed).

CR: SamL
2015-06-24 10:56:51 -07:00
Philipp Wiesemann 0e45984fa0 Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
2015-06-21 17:33:46 +02:00