audio: Added SDL_GetAudioStreamQueued
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23206b9e3f
commit
34b931f7eb
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@ -858,6 +858,39 @@ extern DECLSPEC int SDLCALL SDL_GetAudioStreamData(SDL_AudioStream *stream, void
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*/
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extern DECLSPEC int SDLCALL SDL_GetAudioStreamAvailable(SDL_AudioStream *stream);
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/**
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* Get the number of sample frames currently queued.
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*
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* Since audio streams can change their input format at any time, even if there
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* is still data queued in a different format, this reports the queued _sample
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* frames_, so if you queue two stereo samples in float32 format and then
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* queue five mono samples in Sint16 format, this will return 6.
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*
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* Queued data is not converted until it is consumed by SDL_GetAudioStreamData,
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* so this value should be representative of the exact data that was put into
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* the stream.
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*
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* If the stream has so much data that it would overflow an int, the return
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* value is clamped to a maximum value, but no queued data is lost; if there
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* are gigabytes of data queued, the app might need to read some of it with
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* SDL_GetAudioStreamData before this function's return value is no longer
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* clamped.
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*
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* \param stream The audio stream to query
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* \returns the number of sample frames queued.
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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_PutAudioStreamData
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* \sa SDL_GetAudioStreamData
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* \sa SDL_ClearAudioStream
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*/
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extern DECLSPEC int SDLCALL SDL_GetAudioStreamQueued(SDL_AudioStream *stream);
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/**
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* Tell the stream that you're done sending data, and anything being buffered
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* should be converted/resampled and made available immediately.
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@ -657,9 +657,12 @@ int SDL_PutAudioStreamData(SDL_AudioStream *stream, const void *buf, int len)
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retval = SDL_WriteToAudioQueue(stream->queue, &stream->src_spec, buf, len);
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}
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if ((retval == 0) && stream->put_callback) {
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const int newavail = SDL_GetAudioStreamAvailable(stream) - prev_available;
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stream->put_callback(stream->put_callback_userdata, stream, newavail, newavail);
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if (retval == 0) {
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stream->total_frames_queued += len / SDL_AUDIO_FRAMESIZE(stream->src_spec);
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if (stream->put_callback) {
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const int newavail = SDL_GetAudioStreamAvailable(stream) - prev_available;
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stream->put_callback(stream->put_callback_userdata, stream, newavail, newavail);
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}
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}
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SDL_UnlockMutex(stream->lock);
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@ -858,6 +861,8 @@ static int GetAudioStreamDataInternal(SDL_AudioStream *stream, void *buf, int ou
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SDL_assert(!"Not enough data in queue (read)");
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}
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stream->total_frames_queued -= output_frames;
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// Even if we aren't currently resampling, we always need to update the history buffer
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UpdateAudioStreamHistoryBuffer(stream, input_buffer, input_bytes, NULL, 0);
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@ -946,6 +951,7 @@ static int GetAudioStreamDataInternal(SDL_AudioStream *stream, void *buf, int ou
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if (SDL_ReadFromAudioQueue(stream->queue, input_buffer, input_bytes) != 0) {
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SDL_assert(!"Not enough data in queue (resample read)");
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}
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stream->total_frames_queued -= input_frames;
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// Update the history buffer and fill in the left padding
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UpdateAudioStreamHistoryBuffer(stream, input_buffer, input_bytes, left_padding, padding_bytes);
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@ -1083,7 +1089,7 @@ int SDL_GetAudioStreamData(SDL_AudioStream *stream, void *voidbuf, int len)
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return total;
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}
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// number of converted/resampled bytes available
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// number of converted/resampled bytes available for output
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int SDL_GetAudioStreamAvailable(SDL_AudioStream *stream)
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{
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if (!stream) {
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@ -1108,6 +1114,21 @@ int SDL_GetAudioStreamAvailable(SDL_AudioStream *stream)
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return (int) SDL_min(count, SDL_INT_MAX);
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}
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// number of sample frames that are currently queued as input.
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int SDL_GetAudioStreamQueued(SDL_AudioStream *stream)
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{
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if (!stream) {
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return SDL_InvalidParamError("stream");
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}
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SDL_LockMutex(stream->lock);
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const Uint64 total = stream->total_frames_queued;
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SDL_UnlockMutex(stream->lock);
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// if this overflows an int, just clamp it to a maximum.
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return (int) SDL_min(total, SDL_INT_MAX);
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}
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int SDL_ClearAudioStream(SDL_AudioStream *stream)
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{
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if (stream == NULL) {
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@ -1119,6 +1140,7 @@ int SDL_ClearAudioStream(SDL_AudioStream *stream)
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SDL_ClearAudioQueue(stream->queue);
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SDL_zero(stream->input_spec);
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stream->resample_offset = 0;
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stream->total_frames_queued = 0;
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SDL_UnlockMutex(stream->lock);
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return 0;
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@ -175,6 +175,7 @@ struct SDL_AudioStream
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float freq_ratio;
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struct SDL_AudioQueue* queue;
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Uint64 total_frames_queued;
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SDL_AudioSpec input_spec; // The spec of input data currently being processed
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Sint64 resample_offset;
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@ -906,6 +906,7 @@ SDL3_0.0.0 {
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SDL_GetAudioStreamFrequencyRatio;
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SDL_SetAudioStreamFrequencyRatio;
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SDL_SetAudioPostmixCallback;
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SDL_GetAudioStreamQueued;
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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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@ -931,3 +931,4 @@
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#define SDL_GetAudioStreamFrequencyRatio SDL_GetAudioStreamFrequencyRatio_REAL
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#define SDL_SetAudioStreamFrequencyRatio SDL_SetAudioStreamFrequencyRatio_REAL
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#define SDL_SetAudioPostmixCallback SDL_SetAudioPostmixCallback_REAL
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#define SDL_GetAudioStreamQueued SDL_GetAudioStreamQueued_REAL
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@ -977,3 +977,4 @@ SDL_DYNAPI_PROC(int,SDL_SetWindowFocusable,(SDL_Window *a, SDL_bool b),(a,b),ret
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SDL_DYNAPI_PROC(float,SDL_GetAudioStreamFrequencyRatio,(SDL_AudioStream *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SetAudioStreamFrequencyRatio,(SDL_AudioStream *a, float b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetAudioPostmixCallback,(SDL_AudioDeviceID a, SDL_AudioPostmixCallback b, void *c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_GetAudioStreamQueued,(SDL_AudioStream *a),(a),return)
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