From 5cbb32ef571f2380ae9bd79268ffb1eb8d913ecb Mon Sep 17 00:00:00 2001 From: "Ryan C. Gordon" Date: Thu, 19 Mar 2015 13:27:10 -0400 Subject: [PATCH] Disconnected/broken/lost audio devices now continue to fire their callback. The data produced by the callback is just thrown away and the audio thread delays as if it's waiting for the hardware to drain. This lets apps that rely on their audio callback firing regularly continue to make progress to function as properly as possible in the face of disaster. Apps that want to know that the device is really gone and deal with that scenario can use the new hotplug functionality. --- src/audio/SDL_audio.c | 63 +++++++++++++++++++++------------------- src/audio/SDL_sysaudio.h | 3 +- 2 files changed, 35 insertions(+), 31 deletions(-) diff --git a/src/audio/SDL_audio.c b/src/audio/SDL_audio.c index e00500b73b636..5e6eb709cec51 100644 --- a/src/audio/SDL_audio.c +++ b/src/audio/SDL_audio.c @@ -727,7 +727,7 @@ SDL_RunAudio(void *devicep) resampling process can be any number. We will have to see what a good size for the stream's maximum length is, but I suspect 2*max(len_cvt, stream_len) is a good figure. */ - while (device->enabled) { + while (!device->shutdown) { if (device->paused) { SDL_Delay(delay); @@ -810,31 +810,27 @@ SDL_RunAudio(void *devicep) const int silence = (int) device->spec.silence; /* Loop, filling the audio buffers */ - while (device->enabled) { - + while (!device->shutdown) { /* Fill the current buffer with sound */ if (device->convert.needed) { - if (device->convert.buf) { - stream = device->convert.buf; - } else { - continue; - } - } else { + stream = device->convert.buf; + } else if (device->enabled) { stream = current_audio.impl.GetDeviceBuf(device); - if (stream == NULL) { - stream = device->fake_stream; - } + } else { + /* if the device isn't enabled, we still write to the + fake_stream, so the app's callback will fire with + a regular frequency, in case they depend on that + for timing or progress. They can use hotplug + now to know if the device failed. */ + stream = NULL; } - /* !!! FIXME: this should be LockDevice. */ - SDL_LockMutex(device->mixer_lock); - - /* Check again, in case device was removed while a lock was held. */ - if (!device->enabled) { - SDL_UnlockMutex(device->mixer_lock); - break; + if (stream == NULL) { + stream = device->fake_stream; } + /* !!! FIXME: this should be LockDevice. */ + SDL_LockMutex(device->mixer_lock); if (device->paused) { SDL_memset(stream, silence, stream_len); } else { @@ -843,14 +839,15 @@ SDL_RunAudio(void *devicep) SDL_UnlockMutex(device->mixer_lock); /* Convert the audio if necessary */ - if (device->convert.needed) { + if (device->enabled && device->convert.needed) { SDL_ConvertAudio(&device->convert); stream = current_audio.impl.GetDeviceBuf(device); if (stream == NULL) { stream = device->fake_stream; + } else { + SDL_memcpy(stream, device->convert.buf, + device->convert.len_cvt); } - SDL_memcpy(stream, device->convert.buf, - device->convert.len_cvt); } /* Ready current buffer for play and change current buffer */ @@ -1084,6 +1081,7 @@ static void close_audio_device(SDL_AudioDevice * device) { device->enabled = 0; + device->shutdown = 1; if (device->thread != NULL) { SDL_WaitThread(device->thread, NULL); } @@ -1178,6 +1176,7 @@ open_audio_device(const char *devname, int iscapture, SDL_AudioDevice *device; SDL_bool build_cvt; void *handle = NULL; + int stream_len; int i = 0; if (!SDL_WasInit(SDL_INIT_AUDIO)) { @@ -1304,14 +1303,6 @@ open_audio_device(const char *devname, int iscapture, } device->opened = 1; - /* Allocate a fake audio memory buffer */ - device->fake_stream = (Uint8 *)SDL_AllocAudioMem(device->spec.size); - if (device->fake_stream == NULL) { - close_audio_device(device); - SDL_OutOfMemory(); - return 0; - } - /* See if we need to do any conversion */ build_cvt = SDL_FALSE; if (obtained->freq != device->spec.freq) { @@ -1370,6 +1361,18 @@ open_audio_device(const char *devname, int iscapture, } } + /* Allocate a fake audio memory buffer */ + stream_len = (device->convert.needed) ? device->convert.len_cvt : 0; + if (device->spec.size > stream_len) { + stream_len = device->spec.size; + } + device->fake_stream = (Uint8 *)SDL_AllocAudioMem(stream_len); + if (device->fake_stream == NULL) { + close_audio_device(device); + SDL_OutOfMemory(); + return 0; + } + if (device->spec.callback == NULL) { /* use buffer queueing? */ /* pool a few packets to start. Enough for two callbacks. */ const int packetlen = SDL_AUDIOBUFFERQUEUE_PACKETLEN; diff --git a/src/audio/SDL_sysaudio.h b/src/audio/SDL_sysaudio.h index fd8e68708960b..a339f8166357e 100644 --- a/src/audio/SDL_sysaudio.h +++ b/src/audio/SDL_sysaudio.h @@ -155,7 +155,8 @@ struct SDL_AudioDevice /* Current state flags */ /* !!! FIXME: should be SDL_bool */ int iscapture; - int enabled; + int enabled; /* true if device is functioning and connected. */ + int shutdown; /* true if we are signaling the play thread to end. */ int paused; int opened;