audio: Destroy all existing SDL_AudioStreams on shutdown.
parent
62d4459972
commit
f8fdb20d8f
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@ -137,6 +137,42 @@ static int GetDefaultSampleFramesFromFreq(const int freq)
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}
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}
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void OnAudioStreamCreated(SDL_AudioStream *stream)
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{
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SDL_assert(SDL_GetCurrentAudioDriver() != NULL);
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SDL_assert(stream != NULL);
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// this isn't really part of the "device list" but it's a convenient lock to use here.
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SDL_LockRWLockForWriting(current_audio.device_list_lock);
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if (current_audio.existing_streams) {
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current_audio.existing_streams->prev = stream;
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}
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stream->prev = NULL;
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stream->next = current_audio.existing_streams;
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current_audio.existing_streams = stream;
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SDL_UnlockRWLock(current_audio.device_list_lock);
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}
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void OnAudioStreamDestroy(SDL_AudioStream *stream)
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{
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SDL_assert(SDL_GetCurrentAudioDriver() != NULL);
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SDL_assert(stream != NULL);
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// this isn't really part of the "device list" but it's a convenient lock to use here.
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SDL_LockRWLockForWriting(current_audio.device_list_lock);
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if (stream->prev) {
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stream->prev->next = stream->next;
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}
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if (stream->next) {
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stream->next->prev = stream->prev;
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}
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if (stream == current_audio.existing_streams) {
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current_audio.existing_streams = stream->next;
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}
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SDL_UnlockRWLock(current_audio.device_list_lock);
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}
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// device should be locked when calling this.
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static SDL_bool AudioDeviceCanUseSimpleCopy(SDL_AudioDevice *device)
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{
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@ -657,7 +693,10 @@ void SDL_QuitAudio(void)
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return;
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}
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// !!! FIXME: Destroy all known audio streams, too.
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// Destroy any audio streams that still exist...
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while (current_audio.existing_streams != NULL) {
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SDL_DestroyAudioStream(current_audio.existing_streams);
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}
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// merge device lists so we don't have to duplicate work below.
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SDL_LockRWLockForWriting(current_audio.device_list_lock);
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@ -430,6 +430,8 @@ SDL_AudioStream *SDL_CreateAudioStream(const SDL_AudioSpec *src_spec, const SDL_
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return NULL;
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}
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OnAudioStreamCreated(retval);
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if (SDL_SetAudioStreamFormat(retval, src_spec, dst_spec) == -1) {
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SDL_DestroyAudioStream(retval);
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return NULL;
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@ -1152,6 +1154,8 @@ void SDL_DestroyAudioStream(SDL_AudioStream *stream)
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return;
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}
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OnAudioStreamDestroy(stream);
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const SDL_bool simplified = stream->simplified;
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if (simplified) {
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SDL_assert(stream->bound_device->simplified);
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@ -102,7 +102,7 @@ extern SDL_AudioDevice *SDL_FindPhysicalAudioDeviceByCallback(SDL_bool (*callbac
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extern void SDL_UpdatedAudioDeviceFormat(SDL_AudioDevice *device);
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// Backends can call this to get a standardized name for a thread to power a specific audio device.
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char *SDL_GetAudioThreadName(SDL_AudioDevice *device, char *buf, size_t buflen);
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extern char *SDL_GetAudioThreadName(SDL_AudioDevice *device, char *buf, size_t buflen);
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// These functions are the heart of the audio threads. Backends can call them directly if they aren't using the SDL-provided thread.
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@ -115,9 +115,12 @@ extern void SDL_CaptureAudioThreadShutdown(SDL_AudioDevice *device);
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extern void SDL_AudioThreadFinalize(SDL_AudioDevice *device);
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// this gets used from the audio device threads. It has rules, don't use this if you don't know how to use it!
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void ConvertAudio(int num_frames, const void *src, SDL_AudioFormat src_format, int src_channels,
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void *dst, SDL_AudioFormat dst_format, int dst_channels, void* scratch);
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extern void ConvertAudio(int num_frames, const void *src, SDL_AudioFormat src_format, int src_channels,
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void *dst, SDL_AudioFormat dst_format, int dst_channels, void* scratch);
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// Special case to let something in SDL_audiocvt.c access something in SDL_audio.c. Don't use this.
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extern void OnAudioStreamCreated(SDL_AudioStream *stream);
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extern void OnAudioStreamDestroy(SDL_AudioStream *stream);
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typedef struct SDL_AudioDriverImpl
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{
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@ -151,6 +154,7 @@ typedef struct SDL_AudioDriver
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SDL_RWLock *device_list_lock; // A mutex for device detection
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SDL_AudioDevice *output_devices; // the list of currently-available audio output devices.
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SDL_AudioDevice *capture_devices; // the list of currently-available audio capture devices.
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SDL_AudioStream *existing_streams; // a list of all existing SDL_AudioStreams.
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SDL_AudioDeviceID default_output_device_id;
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SDL_AudioDeviceID default_capture_device_id;
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SDL_AtomicInt output_device_count;
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@ -191,6 +195,9 @@ struct SDL_AudioStream
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SDL_LogicalAudioDevice *bound_device;
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SDL_AudioStream *next_binding;
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SDL_AudioStream *prev_binding;
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SDL_AudioStream *prev; // linked list of all existing streams (so we can free them on shutdown).
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SDL_AudioStream *next; // linked list of all existing streams (so we can free them on shutdown).
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};
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/* Logical devices are an abstraction in SDL3; you can open the same physical
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