audio: Readded (logical) device pausing.
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fd4c9f4e11
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01f7b53865
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@ -144,9 +144,11 @@ Rather than iterating over audio devices using a device index, there is a new fu
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SDL_LockAudioDevice() and SDL_UnlockAudioDevice() have been removed, since there is no callback in another thread to protect. Internally, SDL's audio subsystem and SDL_AudioStream maintain their own locks internally, so audio streams are safe to use from any thread.
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SDL_PauseAudioDevice() has been removed; unbinding an audio stream from a device with SDL_UnbindAudioStream() will leave the stream still containing any unconsumed data, effectively pausing it until rebound with SDL_BindAudioStream() again. Devices act like they are "paused" after open, like SDL2, until a stream is bound to it.
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SDL_PauseAudioDevice() no longer takes a second argument; it always pauses the device. To unpause, use SDL_UnpauseAudioDevice().
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SDL_GetAudioDeviceStatus() has been removed; there is no more concept of "pausing" a device, just whether streams are bound, so please keep track of your audio streams!
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Audio devices, opened by SDL_OpenAudioDevice(), no longer start in a paused state, as they don't begin processing audio until a stream is bound.
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SDL_GetAudioDeviceStatus() has been removed; there is now SDL_IsAudioDevicePaused().
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SDL_QueueAudio(), SDL_DequeueAudio, and SDL_ClearQueuedAudio and SDL_GetQueuedAudioSize() have been removed; an SDL_AudioStream bound to a device provides the exact same functionality.
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@ -230,7 +232,6 @@ The following functions have been removed:
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* SDL_OpenAudio()
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* SDL_CloseAudio()
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* SDL_PauseAudio()
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* SDL_PauseAudioDevice
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* SDL_GetAudioStatus()
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* SDL_GetAudioDeviceStatus()
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* SDL_LockAudio()
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@ -407,6 +407,87 @@ extern DECLSPEC int SDLCALL SDL_GetAudioDeviceFormat(SDL_AudioDeviceID devid, SD
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*/
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extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec);
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/**
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* Use this function to pause audio playback on a specified device.
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*
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* This function pauses audio processing for a given device. Any bound
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* audio streams will not progress, and no audio will be generated.
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* Pausing one device does not prevent other unpaused devices from running.
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*
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* Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
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* has to bind a stream before any audio will flow. Pausing a paused
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* device is a legal no-op.
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*
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* Pausing a device can be useful to halt all audio without unbinding all
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* the audio streams. This might be useful while a game is paused, or
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* a level is loading, etc.
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*
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* Physical devices can not be paused or unpaused, only logical devices
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* created through SDL_OpenAudioDevice() can be.
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*
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* \param dev a device opened by SDL_OpenAudioDevice()
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_UnpauseAudioDevice
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* \sa SDL_IsAudioDevicePaused
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*/
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extern DECLSPEC int SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev);
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/**
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* Use this function to unpause audio playback on a specified device.
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*
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* This function unpauses audio processing for a given device that has
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* previously been paused with SDL_PauseAudioDevice(). Once unpaused, any
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* bound audio streams will begin to progress again, and audio can be
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* generated.
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*
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* Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
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* has to bind a stream before any audio will flow. Unpausing an unpaused
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* device is a legal no-op.
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*
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* Physical devices can not be paused or unpaused, only logical devices
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* created through SDL_OpenAudioDevice() can be.
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*
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* \param dev a device opened by SDL_OpenAudioDevice()
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_UnpauseAudioDevice
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* \sa SDL_IsAudioDevicePaused
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*/
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extern DECLSPEC int SDLCALL SDL_UnpauseAudioDevice(SDL_AudioDeviceID dev);
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/**
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* Use this function to query if an audio device is paused.
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*
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* Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
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* has to bind a stream before any audio will flow.
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*
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* Physical devices can not be paused or unpaused, only logical devices
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* created through SDL_OpenAudioDevice() can be. Physical and invalid
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* device IDs will report themselves as unpaused here.
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*
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* \param dev a device opened by SDL_OpenAudioDevice()
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* \returns SDL_TRUE if device is valid and paused, SDL_FALSE otherwise.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_PauseAudioDevice
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* \sa SDL_UnpauseAudioDevice
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* \sa SDL_IsAudioDevicePaused
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_IsAudioDevicePaused(SDL_AudioDeviceID dev);
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/**
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* Close a previously-opened audio device.
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@ -603,7 +603,12 @@ SDL_bool SDL_OutputAudioThreadIterate(SDL_AudioDevice *device)
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} else {
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SDL_assert(buffer_size <= device->buffer_size); // you can ask for less, but not more.
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SDL_memset(mix_buffer, device->silence_value, buffer_size); // start with silence.
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for (SDL_LogicalAudioDevice *logdev = device->logical_devices; logdev != NULL; logdev = logdev->next) {
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if (SDL_AtomicGet(&logdev->paused)) {
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continue; // paused? Skip this logical device.
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}
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for (SDL_AudioStream *stream = logdev->bound_streams; stream != NULL; stream = stream->next_binding) {
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/* this will hold a lock on `stream` while getting. We don't explicitly lock the streams
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for iterating here because the binding linked list can only change while the device lock is held.
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@ -1165,6 +1170,41 @@ SDL_AudioDeviceID SDL_OpenAudioDevice(SDL_AudioDeviceID devid, const SDL_AudioSp
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return retval;
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}
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static int SetLogicalAudioDevicePauseState(SDL_AudioDeviceID devid, int value)
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{
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SDL_LogicalAudioDevice *logdev = ObtainLogicalAudioDevice(devid);
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if (!logdev) {
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return -1; // ObtainLogicalAudioDevice will have set an error.
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}
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SDL_AtomicSet(&logdev->paused, value);
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SDL_UnlockMutex(logdev->physical_device->lock);
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return 0;
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}
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int SDL_PauseAudioDevice(SDL_AudioDeviceID devid)
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{
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return SetLogicalAudioDevicePauseState(devid, 1);
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}
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int SDLCALL SDL_UnpauseAudioDevice(SDL_AudioDeviceID devid)
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{
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return SetLogicalAudioDevicePauseState(devid, 0);
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}
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SDL_bool SDL_IsAudioDevicePaused(SDL_AudioDeviceID devid)
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{
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SDL_LogicalAudioDevice *logdev = ObtainLogicalAudioDevice(devid);
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SDL_bool retval = SDL_FALSE;
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if (logdev) {
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if (SDL_AtomicGet(&logdev->paused)) {
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retval = SDL_TRUE;
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}
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SDL_UnlockMutex(logdev->physical_device->lock);
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}
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return retval;
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}
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int SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream **streams, int num_streams)
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{
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const SDL_bool islogical = (devid & (1<<1)) ? SDL_FALSE : SDL_TRUE;
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@ -885,6 +885,9 @@ SDL3_0.0.0 {
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SDL_ConvertAudioSamples;
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SDL_GetSilenceValueForFormat;
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SDL_LoadWAV;
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SDL_PauseAudioDevice;
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SDL_UnpauseAudioDevice;
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SDL_IsAudioDevicePaused;
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# extra symbols go here (don't modify this line)
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local: *;
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};
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@ -911,3 +911,6 @@
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#define SDL_ConvertAudioSamples SDL_ConvertAudioSamples_REAL
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#define SDL_GetSilenceValueForFormat SDL_GetSilenceValueForFormat_REAL
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#define SDL_LoadWAV SDL_LoadWAV_REAL
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#define SDL_PauseAudioDevice SDL_PauseAudioDevice_REAL
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#define SDL_UnpauseAudioDevice SDL_UnpauseAudioDevice_REAL
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#define SDL_IsAudioDevicePaused SDL_IsAudioDevicePaused_REAL
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@ -955,3 +955,6 @@ SDL_DYNAPI_PROC(int,SDL_MixAudioFormat,(Uint8 *a, const Uint8 *b, SDL_AudioForma
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SDL_DYNAPI_PROC(int,SDL_ConvertAudioSamples,(const SDL_AudioSpec *a, const Uint8 *b, int c, const SDL_AudioSpec *d, Uint8 **e, int *f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(int,SDL_GetSilenceValueForFormat,(SDL_AudioFormat a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_LoadWAV,(const char *a, SDL_AudioSpec *b, Uint8 **c, Uint32 *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_PauseAudioDevice,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_UnpauseAudioDevice,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsAudioDevicePaused,(SDL_AudioDeviceID a),(a),return)
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