audio: Try to keep callbacks firing at normal pace when device is lost.

Ryan C. Gordon 2017-02-26 00:39:22 -05:00
parent 07519a6b95
commit 3b9e4d0a6c
1 changed files with 18 additions and 15 deletions

View File

@ -688,13 +688,12 @@ SDL_RunAudio(void *devicep)
while (SDL_AudioStreamAvailable(device->stream) >= ((int) device->spec.size)) {
data = SDL_AtomicGet(&device->enabled) ? current_audio.impl.GetDeviceBuf(device) : NULL;
if (data == NULL) {
SDL_AudioStreamClear(device->stream);
SDL_Delay(delay);
break;
const int got = SDL_AudioStreamGet(device->stream, data ? data : device->work_buffer, device->spec.size);
SDL_assert((got < 0) || (got == device->spec.size));
if (data == NULL) { /* device is having issues... */
SDL_Delay(delay); /* wait for as long as this buffer would have played. Maybe device recovers later? */
} else {
const int got = SDL_AudioStreamGet(device->stream, data, device->spec.size);
SDL_assert((got < 0) || (got == device->spec.size));
if (got != device->spec.size) {
SDL_memset(data, device->spec.silence, device->spec.size);
}
@ -770,15 +769,19 @@ SDL_CaptureAudio(void *devicep)
and block when there isn't data so this thread isn't eating CPU.
But we don't process it further or call the app's callback. */
while (SDL_AtomicGet(&device->enabled) && (still_need > 0)) {
const int rc = current_audio.impl.CaptureFromDevice(device, ptr, still_need);
SDL_assert(rc <= still_need); /* device should not overflow buffer. :) */
if (rc > 0) {
still_need -= rc;
ptr += rc;
} else { /* uhoh, device failed for some reason! */
SDL_OpenedAudioDeviceDisconnected(device);
break;
if (!SDL_AtomicGet(&device->enabled)) {
SDL_Delay(delay); /* try to keep callback firing at normal pace. */
} else {
while (still_need > 0) {
const int rc = current_audio.impl.CaptureFromDevice(device, ptr, still_need);
SDL_assert(rc <= still_need); /* device should not overflow buffer. :) */
if (rc > 0) {
still_need -= rc;
ptr += rc;
} else { /* uhoh, device failed for some reason! */
SDL_OpenedAudioDeviceDisconnected(device);
break;
}
}
}