audio: Readded (logical) device pausing.

main
Ryan C. Gordon 2023-06-22 00:59:26 -04:00
parent fd4c9f4e11
commit 01f7b53865
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GPG Key ID: FA148B892AB48044
6 changed files with 134 additions and 3 deletions

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@ -144,9 +144,11 @@ Rather than iterating over audio devices using a device index, there is a new fu
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.
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.
SDL_PauseAudioDevice() no longer takes a second argument; it always pauses the device. To unpause, use SDL_UnpauseAudioDevice().
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!
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.
SDL_GetAudioDeviceStatus() has been removed; there is now SDL_IsAudioDevicePaused().
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.
@ -230,7 +232,6 @@ The following functions have been removed:
* SDL_OpenAudio()
* SDL_CloseAudio()
* SDL_PauseAudio()
* SDL_PauseAudioDevice
* SDL_GetAudioStatus()
* SDL_GetAudioDeviceStatus()
* SDL_LockAudio()

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@ -407,6 +407,87 @@ extern DECLSPEC int SDLCALL SDL_GetAudioDeviceFormat(SDL_AudioDeviceID devid, SD
*/
extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec);
/**
* Use this function to pause audio playback on a specified device.
*
* This function pauses audio processing for a given device. Any bound
* audio streams will not progress, and no audio will be generated.
* Pausing one device does not prevent other unpaused devices from running.
*
* Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
* has to bind a stream before any audio will flow. Pausing a paused
* device is a legal no-op.
*
* Pausing a device can be useful to halt all audio without unbinding all
* the audio streams. This might be useful while a game is paused, or
* a level is loading, etc.
*
* Physical devices can not be paused or unpaused, only logical devices
* created through SDL_OpenAudioDevice() can be.
*
* \param dev a device opened by SDL_OpenAudioDevice()
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_UnpauseAudioDevice
* \sa SDL_IsAudioDevicePaused
*/
extern DECLSPEC int SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev);
/**
* Use this function to unpause audio playback on a specified device.
*
* This function unpauses audio processing for a given device that has
* previously been paused with SDL_PauseAudioDevice(). Once unpaused, any
* bound audio streams will begin to progress again, and audio can be
* generated.
*
* Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
* has to bind a stream before any audio will flow. Unpausing an unpaused
* device is a legal no-op.
*
* Physical devices can not be paused or unpaused, only logical devices
* created through SDL_OpenAudioDevice() can be.
*
* \param dev a device opened by SDL_OpenAudioDevice()
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_UnpauseAudioDevice
* \sa SDL_IsAudioDevicePaused
*/
extern DECLSPEC int SDLCALL SDL_UnpauseAudioDevice(SDL_AudioDeviceID dev);
/**
* Use this function to query if an audio device is paused.
*
* Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
* has to bind a stream before any audio will flow.
*
* Physical devices can not be paused or unpaused, only logical devices
* created through SDL_OpenAudioDevice() can be. Physical and invalid
* device IDs will report themselves as unpaused here.
*
* \param dev a device opened by SDL_OpenAudioDevice()
* \returns SDL_TRUE if device is valid and paused, SDL_FALSE otherwise.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_PauseAudioDevice
* \sa SDL_UnpauseAudioDevice
* \sa SDL_IsAudioDevicePaused
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsAudioDevicePaused(SDL_AudioDeviceID dev);
/**
* Close a previously-opened audio device.

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@ -603,7 +603,12 @@ SDL_bool SDL_OutputAudioThreadIterate(SDL_AudioDevice *device)
} else {
SDL_assert(buffer_size <= device->buffer_size); // you can ask for less, but not more.
SDL_memset(mix_buffer, device->silence_value, buffer_size); // start with silence.
for (SDL_LogicalAudioDevice *logdev = device->logical_devices; logdev != NULL; logdev = logdev->next) {
if (SDL_AtomicGet(&logdev->paused)) {
continue; // paused? Skip this logical device.
}
for (SDL_AudioStream *stream = logdev->bound_streams; stream != NULL; stream = stream->next_binding) {
/* this will hold a lock on `stream` while getting. We don't explicitly lock the streams
for iterating here because the binding linked list can only change while the device lock is held.
@ -1165,6 +1170,41 @@ SDL_AudioDeviceID SDL_OpenAudioDevice(SDL_AudioDeviceID devid, const SDL_AudioSp
return retval;
}
static int SetLogicalAudioDevicePauseState(SDL_AudioDeviceID devid, int value)
{
SDL_LogicalAudioDevice *logdev = ObtainLogicalAudioDevice(devid);
if (!logdev) {
return -1; // ObtainLogicalAudioDevice will have set an error.
}
SDL_AtomicSet(&logdev->paused, value);
SDL_UnlockMutex(logdev->physical_device->lock);
return 0;
}
int SDL_PauseAudioDevice(SDL_AudioDeviceID devid)
{
return SetLogicalAudioDevicePauseState(devid, 1);
}
int SDLCALL SDL_UnpauseAudioDevice(SDL_AudioDeviceID devid)
{
return SetLogicalAudioDevicePauseState(devid, 0);
}
SDL_bool SDL_IsAudioDevicePaused(SDL_AudioDeviceID devid)
{
SDL_LogicalAudioDevice *logdev = ObtainLogicalAudioDevice(devid);
SDL_bool retval = SDL_FALSE;
if (logdev) {
if (SDL_AtomicGet(&logdev->paused)) {
retval = SDL_TRUE;
}
SDL_UnlockMutex(logdev->physical_device->lock);
}
return retval;
}
int SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream **streams, int num_streams)
{
const SDL_bool islogical = (devid & (1<<1)) ? SDL_FALSE : SDL_TRUE;

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@ -885,6 +885,9 @@ SDL3_0.0.0 {
SDL_ConvertAudioSamples;
SDL_GetSilenceValueForFormat;
SDL_LoadWAV;
SDL_PauseAudioDevice;
SDL_UnpauseAudioDevice;
SDL_IsAudioDevicePaused;
# extra symbols go here (don't modify this line)
local: *;
};

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@ -911,3 +911,6 @@
#define SDL_ConvertAudioSamples SDL_ConvertAudioSamples_REAL
#define SDL_GetSilenceValueForFormat SDL_GetSilenceValueForFormat_REAL
#define SDL_LoadWAV SDL_LoadWAV_REAL
#define SDL_PauseAudioDevice SDL_PauseAudioDevice_REAL
#define SDL_UnpauseAudioDevice SDL_UnpauseAudioDevice_REAL
#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
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)
SDL_DYNAPI_PROC(int,SDL_GetSilenceValueForFormat,(SDL_AudioFormat a),(a),return)
SDL_DYNAPI_PROC(int,SDL_LoadWAV,(const char *a, SDL_AudioSpec *b, Uint8 **c, Uint32 *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_PauseAudioDevice,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_UnpauseAudioDevice,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsAudioDevicePaused,(SDL_AudioDeviceID a),(a),return)