Simon Hug
This issue actually raises the question if this API change (requirement of initialized audio subsystem) is breaking backwards compatibility. I don't see the documentation saying it is needed in 2.0.5.
David Ludwig
I've created a new set of patches. I am happy to create more, if it would help.
One version only copies 'size'.
A second version copies both 'size' and 'silence'. When looking over the documentation for SDL_OpenAudio in SDL_audio.h, it mentioned that both 'size' and 'silence' were things that SDL_OpenAudio would calculate.
Regarding *both* patches, I did notice that SDL 1.2 appears to have always modified desired's size and silence fields. The SDL wiki, at https://wiki.libsdl.org/SDL_OpenAudio#Remarks , does note:
Simon Hug
Some code in SDL loads libraries with SDL_LoadObject to get more information or use newer APIs. SDL_LoadObject may fail, set an error message and SDL will continue with some fallback code. Since SDL will overwrite the error or exit the function with a return value that indicates success, the error form SDL_LoadObject for the optional stuff might as well be cleared right away.
This gracefully recovers when a device format is changed, and will switch
to the new default device if the current one is unplugged, etc.
This does not handle when a new default device is added; it only notices
if the current default goes away. That will be fixed by implementing the
stubbed-out MMNotificationClient_OnDefaultDeviceChanged() function.
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 should remain binary compatible with Windows XP, as we dynamically
load anything we need and fall back to DirectSound/WinMM/XAudio2 if not
available.
Walter van Niftrik
We have found that since SDL 2.0.5 the audio callback thread is created with a very small stack size. In our application this is leading to stack overflows.
We believe there is a bug at http://hg.libsdl.org/SDL/file/391fd532f79e/src/audio/SDL_audio.c#l1132, where the is_internal_thread flag appears to be inverted.
This defaults to the internal SDL resampler, since that's the likely default
without a system-wide install of libsamplerate, but those that need more can
tweak this.
There was a draft of this where it did audio conversion into the final buffer,
if there was enough room available past what you asked for, but that interface
got removed, so the parameters didn't make sense (and we were using the
wrong one in any case, too!).
This tends to be a frequent spot where drivers hang, and the waits were
often unreliable in any case.
Instead, our audio thread now alerts the driver that we're done streaming audio
(which currently XAudio2 uses to alert the system not to warn about the
impending underflow) and then SDL_Delay()'s for a duration that's reasonable
to drain the DMA buffers before closing the device.
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.
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?
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