aaudio: Disconnect playing devices if error callback fires.

main
Ryan C. Gordon 2023-07-29 19:53:38 -04:00
parent 32a3fc3783
commit 2507c1d68b
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GPG Key ID: FA148B892AB48044
1 changed files with 14 additions and 3 deletions

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@ -39,6 +39,7 @@ struct SDL_PrivateAudioData
AAudioStream *stream;
Uint8 *mixbuf; // Raw mixing buffer
SDL_Semaphore *semaphore;
SDL_AtomicInt error_callback_triggered;
int resume; // Resume device if it was paused automatically
};
@ -73,8 +74,12 @@ static int AAUDIO_LoadFunctions(AAUDIO_Data *data)
static void AAUDIO_errorCallback(AAudioStream *stream, void *userData, aaudio_result_t error)
{
LOGI("SDL AAUDIO_errorCallback: %d - %s", error, ctx.AAudio_convertResultToText(error));
// !!! FIXME: you MUST NOT close the audio stream from this callback, so we cannot call SDL_AudioDeviceDisconnected here.
// !!! FIXME: but we should flag the device and kill it in WaitDevice/PlayDevice.
// You MUST NOT close the audio stream from this callback, so we cannot call SDL_AudioDeviceDisconnected here.
// Just flag the device so we can kill it in WaitDevice/PlayDevice instead.
SDL_AudioDevice *device = (SDL_AudioDevice *) userData;
SDL_AtomicSet(&device->hidden->error_callback_triggered, 1);
SDL_PostSemaphore(device->hidden->semaphore); // in case we're blocking in WaitDevice.
}
static aaudio_data_callback_result_t AAUDIO_dataCallback(AAudioStream *stream, void *userData, void *audioData, int32_t numFrames);
@ -104,6 +109,8 @@ static int AAUDIO_OpenDevice(SDL_AudioDevice *device)
return SDL_OutOfMemory();
}
SDL_AtomicSet(&hidden->error_callback_triggered, 0);
AAudioStreamBuilder *builder = NULL;
res = ctx.AAudio_createStreamBuilder(&builder);
if (res != AAUDIO_OK) {
@ -264,7 +271,11 @@ static void AAUDIO_WaitDevice(SDL_AudioDevice *device)
static void AAUDIO_PlayDevice(SDL_AudioDevice *device, const Uint8 *buffer, int buflen)
{
// AAUDIO_dataCallback picks up our work and unblocks AAUDIO_WaitDevice.
// AAUDIO_dataCallback picks up our work and unblocks AAUDIO_WaitDevice. But make sure we didn't fail here.
if (SDL_AtomicGet(&device->hidden->error_callback_triggered)) {
SDL_AtomicSet(&device->hidden->error_callback_triggered, 0);
SDL_AudioDeviceDisconnected(device);
}
}
// no need for a FlushCapture implementation, just don't read mixbuf until the next iteration.