coreaudio: we don't need to track number of allocated audio buffers anymore.

CoreAudio takes care of iterating through the buffers and freeing them now,
so we don't have to manage this ourselves.
Ryan C. Gordon 2017-05-24 13:28:13 -04:00
parent fc4402e5ff
commit 6844d92c23
2 changed files with 6 additions and 8 deletions

View File

@ -47,7 +47,6 @@ struct SDL_PrivateAudioData
{ {
SDL_Thread *thread; SDL_Thread *thread;
AudioQueueRef audioQueue; AudioQueueRef audioQueue;
int numAudioBuffers;
AudioQueueBufferRef *audioBuffer; AudioQueueBufferRef *audioBuffer;
void *buffer; void *buffer;
UInt32 bufferOffset; UInt32 bufferOffset;

View File

@ -667,23 +667,22 @@ prepare_audioqueue(_THIS)
/* Make sure we can feed the device at least 50 milliseconds at a time. */ /* Make sure we can feed the device at least 50 milliseconds at a time. */
const double msecs = (this->spec.samples / ((double) this->spec.freq)) * 1000.0; const double msecs = (this->spec.samples / ((double) this->spec.freq)) * 1000.0;
if (msecs >= 10.0) { int numAudioBuffers = 2;
this->hidden->numAudioBuffers = 2; if (msecs < 10.0) { /* use more buffers if we have a VERY small sample set. */
} else { numAudioBuffers = (int) (SDL_ceil(10.0 / msecs) * 2);
this->hidden->numAudioBuffers = (int) (SDL_ceil(10.0 / msecs) * 2);
} }
this->hidden->audioBuffer = SDL_calloc(1, sizeof (AudioQueueBufferRef) * this->hidden->numAudioBuffers); this->hidden->audioBuffer = SDL_calloc(1, sizeof (AudioQueueBufferRef) * numAudioBuffers);
if (this->hidden->audioBuffer == NULL) { if (this->hidden->audioBuffer == NULL) {
SDL_OutOfMemory(); SDL_OutOfMemory();
return 0; return 0;
} }
#if DEBUG_COREAUDIO #if DEBUG_COREAUDIO
printf("COREAUDIO: numAudioBuffers == %d\n", this->hidden->numAudioBuffers); printf("COREAUDIO: numAudioBuffers == %d\n", numAudioBuffers);
#endif #endif
for (i = 0; i < this->hidden->numAudioBuffers; i++) { for (i = 0; i < numAudioBuffers; i++) {
result = AudioQueueAllocateBuffer(this->hidden->audioQueue, this->spec.size, &this->hidden->audioBuffer[i]); result = AudioQueueAllocateBuffer(this->hidden->audioQueue, this->spec.size, &this->hidden->audioBuffer[i]);
CHECK_RESULT("AudioQueueAllocateBuffer"); CHECK_RESULT("AudioQueueAllocateBuffer");
SDL_memset(this->hidden->audioBuffer[i]->mAudioData, this->spec.silence, this->hidden->audioBuffer[i]->mAudioDataBytesCapacity); SDL_memset(this->hidden->audioBuffer[i]->mAudioData, this->spec.silence, this->hidden->audioBuffer[i]->mAudioDataBytesCapacity);