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[Android] Fixes #2480, music does not pause when process backgrounded
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This modifies SDL_PauseAudio behavior to pause all audio devices instead of
just the default one (required on Android, at least for testmultiaudio on my
Nexus 4 which reported 2 audio devices).
It also changes SDL_PauseAudioDevice to retain the device lock from pause until
resume in order to save battery in mobile devices.
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gabomdq committed Sep 17, 2014
1 parent e7f2f85 commit 4544343
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Showing 3 changed files with 30 additions and 6 deletions.
17 changes: 13 additions & 4 deletions src/audio/SDL_audio.c
Expand Up @@ -1348,17 +1348,26 @@ void
SDL_PauseAudioDevice(SDL_AudioDeviceID devid, int pause_on)
{
SDL_AudioDevice *device = get_audio_device(devid);
if (device) {
current_audio.impl.LockDevice(device);
if (device && device->paused != pause_on) {
if (pause_on) {
current_audio.impl.LockDevice(device);
}
device->paused = pause_on;
current_audio.impl.UnlockDevice(device);
if (!pause_on) {
current_audio.impl.UnlockDevice(device);
}
}
}

void
SDL_PauseAudio(int pause_on)
{
SDL_PauseAudioDevice(1, pause_on);
int id;
for (id = 0; id < SDL_arraysize(open_devices); id++) {
if (open_devices[id] != NULL) {
SDL_PauseAudioDevice(id+1, pause_on);
}
}
}


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4 changes: 3 additions & 1 deletion src/video/android/SDL_androidevents.c
Expand Up @@ -74,13 +74,14 @@ Android_PumpEvents(_THIS)
if (isPaused && !isPausing) {
/* Make sure this is the last thing we do before pausing */
android_egl_context_backup();
SDL_PauseAudio(1);
if(SDL_SemWait(Android_ResumeSem) == 0) {
#else
if (isPaused) {
if(SDL_SemTryWait(Android_ResumeSem) == 0) {
#endif
isPaused = 0;

SDL_PauseAudio(0);
/* Restore the GL Context from here, as this operation is thread dependent */
if (!SDL_HasEvent(SDL_QUIT)) {
android_egl_context_restore();
Expand All @@ -103,6 +104,7 @@ Android_PumpEvents(_THIS)
#else
if(SDL_SemTryWait(Android_PauseSem) == 0) {
android_egl_context_backup();
SDL_PauseAudio(1);
isPaused = 1;
}
#endif
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15 changes: 14 additions & 1 deletion test/testmultiaudio.c
Expand Up @@ -50,6 +50,12 @@ test_multi_audio(int devcount)
callback_data cbd[64];
int keep_going = 1;
int i;

#ifdef __ANDROID__
SDL_Event event;

SDL_CreateWindow("testmultiaudio", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 320, 240, 0);
#endif

if (devcount > 64) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Too many devices (%d), clamping to 64...\n",
Expand All @@ -71,8 +77,12 @@ test_multi_audio(int devcount)
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Open device failed: %s\n", SDL_GetError());
} else {
SDL_PauseAudioDevice(cbd[0].dev, 0);
while (!cbd[0].done)
while (!cbd[0].done) {
#ifdef __ANDROID__
while (SDL_PollEvent(&event)){}
#endif
SDL_Delay(100);
}
SDL_PauseAudioDevice(cbd[0].dev, 1);
SDL_Log("done.\n");
SDL_CloseAudioDevice(cbd[0].dev);
Expand Down Expand Up @@ -104,6 +114,9 @@ test_multi_audio(int devcount)
keep_going = 1;
}
}
#ifdef __ANDROID__
while (SDL_PollEvent(&event)){}
#endif
SDL_Delay(100);
}

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