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audio: Try to keep callbacks firing at normal pace when device is lost.
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@ -688,13 +688,12 @@ SDL_RunAudio(void *devicep)
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while (SDL_AudioStreamAvailable(device->stream) >= ((int) device->spec.size)) {
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data = SDL_AtomicGet(&device->enabled) ? current_audio.impl.GetDeviceBuf(device) : NULL;
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if (data == NULL) {
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SDL_AudioStreamClear(device->stream);
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SDL_Delay(delay);
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break;
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} else {
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const int got = SDL_AudioStreamGet(device->stream, data, device->spec.size);
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const int got = SDL_AudioStreamGet(device->stream, data ? data : device->work_buffer, device->spec.size);
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SDL_assert((got < 0) || (got == device->spec.size));
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if (data == NULL) { /* device is having issues... */
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SDL_Delay(delay); /* wait for as long as this buffer would have played. Maybe device recovers later? */
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} else {
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if (got != device->spec.size) {
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SDL_memset(data, device->spec.silence, device->spec.size);
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}
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@ -770,7 +769,10 @@ SDL_CaptureAudio(void *devicep)
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and block when there isn't data so this thread isn't eating CPU.
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But we don't process it further or call the app's callback. */
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while (SDL_AtomicGet(&device->enabled) && (still_need > 0)) {
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if (!SDL_AtomicGet(&device->enabled)) {
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SDL_Delay(delay); /* try to keep callback firing at normal pace. */
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} else {
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while (still_need > 0) {
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const int rc = current_audio.impl.CaptureFromDevice(device, ptr, still_need);
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SDL_assert(rc <= still_need); /* device should not overflow buffer. :) */
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if (rc > 0) {
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@ -781,6 +783,7 @@ SDL_CaptureAudio(void *devicep)
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break;
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}
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}
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}
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if (still_need > 0) {
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/* Keep any data we already read, silence the rest. */
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