coreaudio: Use the standard SDL audio thread instead of spinning a new one.
Fixes corner cases, like the audio callback not firing if the device is disconnected, etc.
parent
2df59062dc
commit
dc8b55e50b
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@ -832,6 +832,8 @@ SDL_CaptureAudio(void *devicep)
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}
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}
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current_audio.impl.PrepareToClose(device);
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current_audio.impl.FlushCapture(device);
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current_audio.impl.ThreadDeinit(device);
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@ -45,16 +45,14 @@
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struct SDL_PrivateAudioData
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{
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SDL_Thread *thread;
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AudioQueueRef audioQueue;
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int numAudioBuffers;
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AudioQueueBufferRef *audioBuffer;
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void *buffer;
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UInt32 bufferOffset;
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UInt32 bufferSize;
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AudioStreamBasicDescription strdesc;
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SDL_sem *ready_semaphore;
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char *thread_error;
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SDL_atomic_t shutdown;
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SDL_bool refill;
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SDL_AudioStream *capturestream;
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#if MACOSX_COREAUDIO
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AudioDeviceID deviceID;
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#else
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@ -26,6 +26,7 @@
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#include "SDL_audio.h"
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#include "SDL_hints.h"
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#include "SDL_timer.h"
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#include "../SDL_audio_c.h"
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#include "../SDL_sysaudio.h"
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#include "SDL_coreaudio.h"
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@ -409,43 +410,27 @@ static void
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outputCallback(void *inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer)
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{
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SDL_AudioDevice *this = (SDL_AudioDevice *) inUserData;
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if (SDL_AtomicGet(&this->hidden->shutdown)) {
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return; /* don't do anything. */
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}
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if (!SDL_AtomicGet(&this->enabled) || SDL_AtomicGet(&this->paused)) {
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/* Supply silence if audio is not enabled or paused */
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SDL_memset(inBuffer->mAudioData, this->spec.silence, inBuffer->mAudioDataBytesCapacity);
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} else {
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UInt32 remaining = inBuffer->mAudioDataBytesCapacity;
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Uint8 *ptr = (Uint8 *) inBuffer->mAudioData;
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while (remaining > 0) {
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UInt32 len;
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if (this->hidden->bufferOffset >= this->hidden->bufferSize) {
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/* Generate the data */
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SDL_LockMutex(this->mixer_lock);
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(*this->callbackspec.callback)(this->callbackspec.userdata,
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this->hidden->buffer, this->hidden->bufferSize);
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SDL_UnlockMutex(this->mixer_lock);
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this->hidden->bufferOffset = 0;
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}
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len = this->hidden->bufferSize - this->hidden->bufferOffset;
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if (len > remaining) {
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len = remaining;
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}
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SDL_memcpy(ptr, (char *)this->hidden->buffer +
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this->hidden->bufferOffset, len);
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ptr = ptr + len;
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remaining -= len;
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this->hidden->bufferOffset += len;
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}
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}
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SDL_assert(inBuffer->mAudioDataBytesCapacity == this->hidden->bufferSize);
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SDL_memcpy(inBuffer->mAudioData, this->hidden->buffer, this->hidden->bufferSize);
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SDL_memset(this->hidden->buffer, '\0', this->hidden->bufferSize); /* zero out in case we have to fill again without new data. */
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inBuffer->mAudioDataByteSize = this->hidden->bufferSize;
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AudioQueueEnqueueBuffer(this->hidden->audioQueue, inBuffer, 0, NULL);
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this->hidden->refill = SDL_TRUE;
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}
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inBuffer->mAudioDataByteSize = inBuffer->mAudioDataBytesCapacity;
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static Uint8 *
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COREAUDIO_GetDeviceBuf(_THIS)
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{
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return this->hidden->buffer;
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}
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static void
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COREAUDIO_WaitDevice(_THIS)
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{
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while (SDL_AtomicGet(&this->enabled) && !this->hidden->refill) {
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CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0.10, 1);
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}
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this->hidden->refill = SDL_FALSE;
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}
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static void
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@ -454,36 +439,46 @@ inputCallback(void *inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer
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const AudioStreamPacketDescription *inPacketDescs )
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{
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SDL_AudioDevice *this = (SDL_AudioDevice *) inUserData;
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if (SDL_AtomicGet(&this->shutdown)) {
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return; /* don't do anything. */
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}
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/* ignore unless we're active. */
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if (!SDL_AtomicGet(&this->paused) && SDL_AtomicGet(&this->enabled) && !SDL_AtomicGet(&this->paused)) {
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const Uint8 *ptr = (const Uint8 *) inBuffer->mAudioData;
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UInt32 remaining = inBuffer->mAudioDataByteSize;
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while (remaining > 0) {
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UInt32 len = this->hidden->bufferSize - this->hidden->bufferOffset;
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if (len > remaining) {
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len = remaining;
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}
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SDL_memcpy((char *)this->hidden->buffer + this->hidden->bufferOffset, ptr, len);
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ptr += len;
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remaining -= len;
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this->hidden->bufferOffset += len;
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if (this->hidden->bufferOffset >= this->hidden->bufferSize) {
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SDL_LockMutex(this->mixer_lock);
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(*this->callbackspec.callback)(this->callbackspec.userdata, this->hidden->buffer, this->hidden->bufferSize);
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SDL_UnlockMutex(this->mixer_lock);
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this->hidden->bufferOffset = 0;
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}
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if (SDL_AtomicGet(&this->enabled)) {
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SDL_AudioStream *stream = this->hidden->capturestream;
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if (SDL_AudioStreamPut(stream, inBuffer->mAudioData, inBuffer->mAudioDataByteSize) == -1) {
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/* yikes, out of memory or something. I guess drop the buffer. Our WASAPI target kills the device in this case, though */
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}
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AudioQueueEnqueueBuffer(this->hidden->audioQueue, inBuffer, 0, NULL);
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this->hidden->refill = SDL_TRUE;
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}
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}
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static int
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COREAUDIO_CaptureFromDevice(_THIS, void *buffer, int buflen)
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{
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SDL_AudioStream *stream = this->hidden->capturestream;
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while (SDL_AtomicGet(&this->enabled)) {
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const int avail = SDL_AudioStreamAvailable(stream);
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if (avail > 0) {
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const int cpy = SDL_min(buflen, avail);
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SDL_AudioStreamGet(stream, buffer, cpy);
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return cpy;
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}
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/* wait for more data, try again. */
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while (SDL_AtomicGet(&this->enabled) && !this->hidden->refill) {
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CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0.10, 1);
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}
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this->hidden->refill = SDL_FALSE;
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}
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AudioQueueEnqueueBuffer(this->hidden->audioQueue, inBuffer, 0, NULL);
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return 0; /* not enabled, giving up. */
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}
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static void
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COREAUDIO_FlushCapture(_THIS)
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{
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while (CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, 1) == kCFRunLoopRunHandledSource) {
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/* spin. */
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}
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this->hidden->refill = SDL_FALSE;
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SDL_AudioStreamClear(this->hidden->capturestream);
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}
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@ -541,25 +536,16 @@ COREAUDIO_CloseDevice(_THIS)
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update_audio_session(this, SDL_FALSE);
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#endif
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/* if callback fires again, feed silence; don't call into the app. */
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SDL_AtomicSet(&this->paused, 1);
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if (this->hidden->audioQueue) {
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AudioQueueDispose(this->hidden->audioQueue, 1);
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}
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if (this->hidden->thread) {
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SDL_AtomicSet(&this->hidden->shutdown, 1);
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SDL_WaitThread(this->hidden->thread, NULL);
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}
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if (this->hidden->ready_semaphore) {
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SDL_DestroySemaphore(this->hidden->ready_semaphore);
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if (this->hidden->capturestream) {
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SDL_FreeAudioStream(this->hidden->capturestream);
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}
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/* AudioQueueDispose() frees the actual buffer objects. */
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SDL_free(this->hidden->audioBuffer);
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SDL_free(this->hidden->thread_error);
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SDL_free(this->hidden->buffer);
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SDL_free(this->hidden);
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@ -625,6 +611,8 @@ prepare_device(_THIS, void *handle, int iscapture)
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}
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#endif
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/* this all happens in the audio thread, since it needs a separate runloop. */
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static int
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prepare_audioqueue(_THIS)
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{
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@ -664,19 +652,6 @@ prepare_audioqueue(_THIS)
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}
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#endif
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/* Calculate the final parameters for this audio specification */
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SDL_CalculateAudioSpec(&this->spec);
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/* Allocate a sample buffer */
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this->hidden->bufferSize = this->spec.size;
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this->hidden->bufferOffset = iscapture ? 0 : this->hidden->bufferSize;
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this->hidden->buffer = SDL_malloc(this->hidden->bufferSize);
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if (this->hidden->buffer == NULL) {
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SDL_OutOfMemory();
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return 0;
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}
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/* Make sure we can feed the device a minimum amount of time */
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double MINIMUM_AUDIO_BUFFER_TIME_MS = 15.0;
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#if defined(__IPHONEOS__)
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@ -691,6 +666,7 @@ prepare_audioqueue(_THIS)
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numAudioBuffers = ((int)SDL_ceil(MINIMUM_AUDIO_BUFFER_TIME_MS / msecs) * 2);
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}
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this->hidden->numAudioBuffers = numAudioBuffers;
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this->hidden->audioBuffer = SDL_calloc(1, sizeof (AudioQueueBufferRef) * numAudioBuffers);
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if (this->hidden->audioBuffer == NULL) {
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SDL_OutOfMemory();
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@ -717,29 +693,23 @@ prepare_audioqueue(_THIS)
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return 1;
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}
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static int
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audioqueue_thread(void *arg)
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static void
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COREAUDIO_ThreadInit(_THIS)
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{
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SDL_AudioDevice *this = (SDL_AudioDevice *) arg;
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const int rc = prepare_audioqueue(this);
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if (!rc) {
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this->hidden->thread_error = SDL_strdup(SDL_GetError());
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SDL_SemPost(this->hidden->ready_semaphore);
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return 0;
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/* !!! FIXME: do this in RunAudio, and maybe block OpenDevice until ThreadInit finishes, too, to report an opening error */
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SDL_OpenedAudioDeviceDisconnected(this); /* oh well. */
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}
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}
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/* init was successful, alert parent thread and start running... */
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SDL_SemPost(this->hidden->ready_semaphore);
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while (!SDL_AtomicGet(&this->hidden->shutdown)) {
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CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0.10, 1);
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}
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if (!this->iscapture) { /* Drain off any pending playback. */
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const CFTimeInterval secs = (((this->spec.size / (SDL_AUDIO_BITSIZE(this->spec.format) / 8)) / this->spec.channels) / ((CFTimeInterval) this->spec.freq)) * 2.0;
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CFRunLoopRunInMode(kCFRunLoopDefaultMode, secs, 0);
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}
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return 0;
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static void
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COREAUDIO_PrepareToClose(_THIS)
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{
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/* run long enough to queue some silence, so we know our actual audio
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has been played */
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CFRunLoopRunInMode(kCFRunLoopDefaultMode, (((this->spec.samples * 1000) / this->spec.freq) * 2) / 1000.0f, 0);
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AudioQueueStop(this->hidden->audioQueue, 1);
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}
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static int
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@ -826,28 +796,23 @@ COREAUDIO_OpenDevice(_THIS, void *handle, const char *devname, int iscapture)
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}
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#endif
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/* This has to init in a new thread so it can get its own CFRunLoop. :/ */
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SDL_AtomicSet(&this->hidden->shutdown, 0);
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this->hidden->ready_semaphore = SDL_CreateSemaphore(0);
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if (!this->hidden->ready_semaphore) {
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return -1; /* oh well. */
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/* Calculate the final parameters for this audio specification */
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SDL_CalculateAudioSpec(&this->spec);
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if (iscapture) {
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this->hidden->capturestream = SDL_NewAudioStream(this->spec.format, this->spec.channels, this->spec.freq, this->spec.format, this->spec.channels, this->spec.freq);
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if (!this->hidden->capturestream) {
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return -1; /* already set SDL_Error */
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}
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} else {
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this->hidden->bufferSize = this->spec.size;
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this->hidden->buffer = SDL_malloc(this->hidden->bufferSize);
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if (this->hidden->buffer == NULL) {
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return SDL_OutOfMemory();
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}
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}
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this->hidden->thread = SDL_CreateThreadInternal(audioqueue_thread, "AudioQueue thread", 512 * 1024, this);
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if (!this->hidden->thread) {
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return -1;
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}
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SDL_SemWait(this->hidden->ready_semaphore);
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SDL_DestroySemaphore(this->hidden->ready_semaphore);
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this->hidden->ready_semaphore = NULL;
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if ((this->hidden->thread != NULL) && (this->hidden->thread_error != NULL)) {
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SDL_SetError("%s", this->hidden->thread_error);
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return -1;
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}
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return (this->hidden->thread != NULL) ? 0 : -1;
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return 0;
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}
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static void
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@ -867,6 +832,12 @@ COREAUDIO_Init(SDL_AudioDriverImpl * impl)
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impl->OpenDevice = COREAUDIO_OpenDevice;
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impl->CloseDevice = COREAUDIO_CloseDevice;
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impl->Deinitialize = COREAUDIO_Deinitialize;
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impl->ThreadInit = COREAUDIO_ThreadInit;
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impl->WaitDevice = COREAUDIO_WaitDevice;
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impl->GetDeviceBuf = COREAUDIO_GetDeviceBuf;
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impl->PrepareToClose = COREAUDIO_PrepareToClose;
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impl->CaptureFromDevice = COREAUDIO_CaptureFromDevice;
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impl->FlushCapture = COREAUDIO_FlushCapture;
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#if MACOSX_COREAUDIO
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impl->DetectDevices = COREAUDIO_DetectDevices;
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@ -876,7 +847,6 @@ COREAUDIO_Init(SDL_AudioDriverImpl * impl)
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impl->OnlyHasDefaultCaptureDevice = 1;
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#endif
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impl->ProvidesOwnCallbackThread = 1;
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impl->HasCaptureSupport = 1;
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return 1; /* this audio target is available. */
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