Add SDL_PlayAudioDevice() to play audio. Remove pause_on param from SDL_PauseAudioDevice()

main
Sylvain 2023-01-06 13:59:45 +01:00 committed by Sam Lantinga
parent 26be384801
commit 93e2903ac5
14 changed files with 72 additions and 34 deletions

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@ -21,3 +21,4 @@ General:
* The timestamp member of the SDL_Event structure is now in nanoseconds, filled in with the time the event was generated, or the time it was queued if that's not available
* Added SDL_modf() and SDL_modff() to separate the whole and fractional portions of a floating point number
* Added SDL_GetRenderVSync() to get vsync of the given renderer
* Added SDL_PlayAudioDevice() to start audio playback

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@ -47,6 +47,8 @@ The vi format comments have been removed from source code. Vim users can use the
SDL_AudioInit() and SDL_AudioQuit() have been removed. Instead you can call SDL_InitSubSytem() and SDL_QuitSubSytem() with SDL_INIT_AUDIO, which will properly refcount the subsystems. You can choose a specific audio driver using SDL_AUDIO_DRIVER hint.
SDL_PauseAudioDevice() is only used to pause audio playback. Use SDL_PlayAudioDevice() to start playing audio.
SDL_FreeWAV has been removed and calls can be replaced with SDL_free.
The following functions have been renamed:

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@ -466,7 +466,7 @@ extern DECLSPEC int SDLCALL SDL_GetDefaultAudioInfo(char **name,
* diskaudio driver.
*
* An opened audio device starts out paused, and should be enabled for playing
* by calling SDL_PauseAudioDevice(devid, 0) when you are ready for your audio
* by calling SDL_PlayAudioDevice(devid) when you are ready for your audio
* callback function to be called. Since the audio driver may modify the
* requested size of the audio buffer, you should allocate any local mixing
* buffers after you open the audio device.
@ -554,6 +554,7 @@ extern DECLSPEC int SDLCALL SDL_GetDefaultAudioInfo(char **name,
* \sa SDL_CloseAudioDevice
* \sa SDL_GetAudioDeviceName
* \sa SDL_LockAudioDevice
* \sa SDL_PlayAudioDevice
* \sa SDL_PauseAudioDevice
* \sa SDL_UnlockAudioDevice
*/
@ -588,41 +589,56 @@ typedef enum
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_PlayAudioDevice
* \sa SDL_PauseAudioDevice
*/
extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
/* @} *//* Audio State */
/**
* Use this function to pause and unpause audio playback on a specified
* device.
* Use this function to play audio on a specified device.
*
* This function pauses and unpauses the audio callback processing for a given
* device. Newly-opened audio devices start in the paused state, so you must
* call this function with **pause_on**=0 after opening the specified audio
* Newly-opened audio devices start in the paused state, so you must
* call this function after opening the specified audio
* device to start playing sound. This allows you to safely initialize data
* for your callback function after opening the audio device. Silence will be
* written to the audio device while paused, and the audio callback is
* guaranteed to not be called. Pausing one device does not prevent other
* unpaused devices from running their callbacks.
*
* Pausing state does not stack; even if you pause a device several times, a
* single unpause will start the device playing again, and vice versa. This is
* different from how SDL_LockAudioDevice() works.
* \param dev a device opened by SDL_OpenAudioDevice()
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_LockAudioDevice
* \sa SDL_PauseAudioDevice
*/
extern DECLSPEC void SDLCALL SDL_PlayAudioDevice(SDL_AudioDeviceID dev);
/**
* Use this function to pause audio playback on a specified device.
*
* This function pauses the audio callback processing for a given
* device. Silence will be written to the audio device while paused, and
* the audio callback is guaranteed to not be called.
* Pausing one device does not prevent other unpaused devices from running
* their callbacks.
*
* If you just need to protect a few variables from race conditions vs your
* callback, you shouldn't pause the audio device, as it will lead to dropouts
* in the audio playback. Instead, you should use SDL_LockAudioDevice().
*
* \param dev a device opened by SDL_OpenAudioDevice()
* \param pause_on non-zero to pause, 0 to unpause
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_LockAudioDevice
* \sa SDL_PlayAudioDevice
*/
extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
int pause_on);
extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev);
/**
* Load the audio data of a WAVE file into memory.

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@ -1516,12 +1516,22 @@ SDL_GetAudioDeviceStatus(SDL_AudioDeviceID devid)
return status;
}
void SDL_PauseAudioDevice(SDL_AudioDeviceID devid, int pause_on)
void SDL_PauseAudioDevice(SDL_AudioDeviceID devid)
{
SDL_AudioDevice *device = get_audio_device(devid);
if (device) {
current_audio.impl.LockDevice(device);
SDL_AtomicSet(&device->paused, pause_on ? 1 : 0);
SDL_AtomicSet(&device->paused, 1);
current_audio.impl.UnlockDevice(device);
}
}
void SDL_PlayAudioDevice(SDL_AudioDeviceID devid)
{
SDL_AudioDevice *device = get_audio_device(devid);
if (device) {
current_audio.impl.LockDevice(device);
SDL_AtomicSet(&device->paused, 0);
current_audio.impl.UnlockDevice(device);
}
}

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@ -842,6 +842,7 @@ SDL3_0.0.0 {
SDL_modf;
SDL_modff;
SDL_GetRenderVSync;
SDL_PlayAudioDevice;
# extra symbols go here (don't modify this line)
local: *;
};

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@ -870,3 +870,4 @@
#define SDL_modf SDL_modf_REAL
#define SDL_modff SDL_modff_REAL
#define SDL_GetRenderVSync SDL_GetRenderVSync_REAL
#define SDL_PlayAudioDevice SDL_PlayAudioDevice_REAL

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@ -576,7 +576,7 @@ SDL_DYNAPI_PROC(SDL_Gamepad*,SDL_OpenGamepad,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_Joystick*,SDL_OpenJoystick,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_Sensor*,SDL_OpenSensor,(SDL_SensorID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_OpenURL,(const char *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_PauseAudioDevice,(SDL_AudioDeviceID a, int b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_PauseAudioDevice,(SDL_AudioDeviceID a),(a),)
SDL_DYNAPI_PROC(int,SDL_PeepEvents,(SDL_Event *a, int b, SDL_eventaction c, Uint32 d, Uint32 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_PollEvent,(SDL_Event *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_PremultiplyAlpha,(int a, int b, Uint32 c, const void *d, int e, Uint32 f, void *g, int h),(a,b,c,d,e,f,g,h),return)
@ -915,3 +915,4 @@ SDL_DYNAPI_PROC(wchar_t*,SDL_wcsstr,(const wchar_t *a, const wchar_t *b),(a,b),r
SDL_DYNAPI_PROC(double,SDL_modf,(double a, double *b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_modff,(float a, float *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetRenderVSync,(SDL_Renderer *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_PlayAudioDevice,(SDL_AudioDeviceID a),(a),)

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@ -64,7 +64,7 @@ open_audio()
}
/* Let the audio run */
SDL_PauseAudioDevice(device, SDL_FALSE);
SDL_PlayAudioDevice(device);
}
#ifndef __EMSCRIPTEN__

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@ -123,7 +123,7 @@ int main(int argc, char *argv[])
/*static x[99999]; SDL_QueueAudio(1, x, sizeof (x));*/
/* Let the audio run */
SDL_PauseAudioDevice(g_audio_id, 0);
SDL_PlayAudioDevice(g_audio_id);
done = 0;

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@ -40,13 +40,13 @@ loop()
}
} else if (e.type == SDL_MOUSEBUTTONDOWN) {
if (e.button.button == 1) {
SDL_PauseAudioDevice(devid_out, SDL_TRUE);
SDL_PauseAudioDevice(devid_in, SDL_FALSE);
SDL_PauseAudioDevice(devid_out);
SDL_PlayAudioDevice(devid_in);
}
} else if (e.type == SDL_MOUSEBUTTONUP) {
if (e.button.button == 1) {
SDL_PauseAudioDevice(devid_in, SDL_TRUE);
SDL_PauseAudioDevice(devid_out, SDL_FALSE);
SDL_PauseAudioDevice(devid_in);
SDL_PlayAudioDevice(devid_out);
}
}
}
@ -62,9 +62,9 @@ loop()
if (please_quit) {
/* stop playing back, quit. */
SDL_Log("Shutting down.\n");
SDL_PauseAudioDevice(devid_in, 1);
SDL_PauseAudioDevice(devid_in);
SDL_CloseAudioDevice(devid_in);
SDL_PauseAudioDevice(devid_out, 1);
SDL_PauseAudioDevice(devid_out);
SDL_CloseAudioDevice(devid_out);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);

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@ -110,7 +110,7 @@ iteration()
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open '%s': %s\n", name, SDL_GetError());
} else {
SDL_Log("Opened '%s' as %u\n", name, (unsigned int)dev);
SDL_PauseAudioDevice(dev, 0);
SDL_PlayAudioDevice(dev);
}
}
} else if (e.type == SDL_AUDIODEVICEREMOVED) {

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@ -224,6 +224,7 @@ int audio_initOpenCloseQuitAudio()
* \brief Pause and unpause audio
*
* \sa https://wiki.libsdl.org/SDL_PauseAudioDevice
* \sa https://wiki.libsdl.org/SDL_PlayAudioDevice
*/
int audio_pauseUnpauseAudio()
{
@ -298,8 +299,8 @@ int audio_pauseUnpauseAudio()
/* Un-pause audio to start playing (maybe multiple times) */
pause_on = 0;
for (k = 0; k <= j; k++) {
SDL_PauseAudioDevice(g_audio_id, pause_on);
SDLTest_AssertPass("Call to SDL_PauseAudioDevice(g_audio_id, %d), call %d", pause_on, k + 1);
SDL_PlayAudioDevice(g_audio_id);
SDLTest_AssertPass("Call to SDL_PlayAudioDevice(g_audio_id), call %d", k + 1);
}
/* Wait for callback */
@ -314,8 +315,13 @@ int audio_pauseUnpauseAudio()
/* Pause audio to stop playing (maybe multiple times) */
for (k = 0; k <= j; k++) {
pause_on = (k == 0) ? 1 : SDLTest_RandomIntegerInRange(99, 9999);
SDL_PauseAudioDevice(g_audio_id, pause_on);
SDLTest_AssertPass("Call to SDL_PauseAudioDevice(g_audio_id, %d), call %d", pause_on, k + 1);
if (pause_on) {
SDL_PauseAudioDevice(g_audio_id);
SDLTest_AssertPass("Call to SDL_PauseAudioDevice(g_audio_id), call %d", k + 1);
} else {
SDL_PlayAudioDevice(g_audio_id);
SDLTest_AssertPass("Call to SDL_PlayAudioDevice(g_audio_id), call %d", k + 1);
}
}
/* Ensure callback is not called again */

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@ -60,7 +60,7 @@ void loop()
#ifdef __EMSCRIPTEN__
emscripten_cancel_main_loop();
#endif
SDL_PauseAudioDevice(cbd[0].dev, 1);
SDL_PauseAudioDevice(cbd[0].dev);
SDL_CloseAudioDevice(cbd[0].dev);
SDL_free(sound);
SDL_Quit();
@ -98,7 +98,7 @@ test_multi_audio(int devcount)
if (cbd[0].dev == 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Open device failed: %s\n", SDL_GetError());
} else {
SDL_PauseAudioDevice(cbd[0].dev, 0);
SDL_PlayAudioDevice(cbd[0].dev);
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(loop, 0, 1);
#else
@ -110,7 +110,7 @@ test_multi_audio(int devcount)
#endif
SDL_Delay(100);
}
SDL_PauseAudioDevice(cbd[0].dev, 1);
SDL_PauseAudioDevice(cbd[0].dev);
#endif
SDL_Log("done.\n");
SDL_CloseAudioDevice(cbd[0].dev);
@ -131,7 +131,7 @@ test_multi_audio(int devcount)
for (i = 0; i < devcount; i++) {
if (cbd[i].dev) {
SDL_PauseAudioDevice(cbd[i].dev, 0);
SDL_PlayAudioDevice(cbd[i].dev);
}
}
@ -154,7 +154,7 @@ test_multi_audio(int devcount)
#ifndef __EMSCRIPTEN__
for (i = 0; i < devcount; i++) {
if (cbd[i].dev) {
SDL_PauseAudioDevice(cbd[i].dev, 1);
SDL_PauseAudioDevice(cbd[i].dev);
SDL_CloseAudioDevice(cbd[i].dev);
}
}

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@ -179,7 +179,7 @@ int main(int argc, char *argv[])
total_channels = spec.channels;
active_channel = 0;
SDL_PauseAudioDevice(dev, 0);
SDL_PlayAudioDevice(dev);
for (j = 0; j < total_channels; j++) {
int sine_freq = is_lfe_channel(j, total_channels) ? LFE_SINE_FREQ_HZ : SINE_FREQ_HZ;