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https://github.com/Ryujinx/SDL.git
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audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()).
This commit is contained in:
parent
7bfe494c62
commit
7315390171
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@ -278,7 +278,8 @@ extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
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* protect data structures that it accesses by calling SDL_LockAudio()
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* and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL
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* pointer here, and call SDL_QueueAudio() with some frequency, to queue
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* more audio samples to be played.
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* more audio samples to be played (or for capture devices, call
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* SDL_DequeueAudio() with some frequency, to obtain audio samples).
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* - \c desired->userdata is passed as the first parameter to your callback
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* function. If you passed a NULL callback, this value is ignored.
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*
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@ -482,6 +483,10 @@ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
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/**
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* Queue more audio on non-callback devices.
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*
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* (If you are looking to retrieve queued audio from a non-callback capture
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* device, you want SDL_DequeueAudio() instead. This will return -1 to
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* signify an error if you use it with capture devices.)
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*
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* SDL offers two ways to feed audio to the device: you can either supply a
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* callback that SDL triggers with some frequency to obtain more audio
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* (pull method), or you can supply no callback, and then SDL will expect
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@ -516,21 +521,76 @@ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
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*/
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extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
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/**
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* Dequeue more audio on non-callback devices.
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*
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* (If you are looking to queue audio for output on a non-callback playback
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* device, you want SDL_QueueAudio() instead. This will always return 0
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* if you use it with playback devices.)
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*
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* SDL offers two ways to retrieve audio from a capture device: you can
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* either supply a callback that SDL triggers with some frequency as the
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* device records more audio data, (push method), or you can supply no
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* callback, and then SDL will expect you to retrieve data at regular
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* intervals (pull method) with this function.
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*
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* There are no limits on the amount of data you can queue, short of
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* exhaustion of address space. Data from the device will keep queuing as
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* necessary without further intervention from you. This means you will
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* eventually run out of memory if you aren't routinely dequeueing data.
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*
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* Capture devices will not queue data when paused; if you are expecting
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* to not need captured audio for some length of time, use
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* SDL_PauseAudioDevice() to stop the capture device from queueing more
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* data. This can be useful during, say, level loading times. When
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* unpaused, capture devices will start queueing data from that point,
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* having flushed any capturable data available while paused.
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*
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* This function is thread-safe, but dequeueing from the same device from
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* two threads at once does not promise which thread will dequeued data
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* first.
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*
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* You may not dequeue audio from a device that is using an
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* application-supplied callback; doing so returns an error. You have to use
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* the audio callback, or dequeue audio with this function, but not both.
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*
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* You should not call SDL_LockAudio() on the device before queueing; SDL
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* handles locking internally for this function.
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*
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* \param dev The device ID from which we will dequeue audio.
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* \param data A pointer into where audio data should be copied.
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* \param len The number of bytes (not samples!) to which (data) points.
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* \return number of bytes dequeued, which could be less than requested.
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*
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* \sa SDL_GetQueuedAudioSize
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* \sa SDL_ClearQueuedAudio
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len);
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/**
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* Get the number of bytes of still-queued audio.
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*
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* This is the number of bytes that have been queued for playback with
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* SDL_QueueAudio(), but have not yet been sent to the hardware.
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* For playback device:
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*
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* Once we've sent it to the hardware, this function can not decide the exact
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* byte boundary of what has been played. It's possible that we just gave the
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* hardware several kilobytes right before you called this function, but it
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* hasn't played any of it yet, or maybe half of it, etc.
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* This is the number of bytes that have been queued for playback with
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* SDL_QueueAudio(), but have not yet been sent to the hardware. This
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* number may shrink at any time, so this only informs of pending data.
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*
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* Once we've sent it to the hardware, this function can not decide the
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* exact byte boundary of what has been played. It's possible that we just
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* gave the hardware several kilobytes right before you called this
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* function, but it hasn't played any of it yet, or maybe half of it, etc.
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*
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* For capture devices:
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*
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* This is the number of bytes that have been captured by the device and
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* are waiting for you to dequeue. This number may grow at any time, so
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* this only informs of the lower-bound of available data.
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*
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* You may not queue audio on a device that is using an application-supplied
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* callback; calling this function on such a device always returns 0.
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* You have to use the audio callback or queue audio with SDL_QueueAudio(),
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* but not both.
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* You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
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* the audio callback, but not both.
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*
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* You should not call SDL_LockAudio() on the device before querying; SDL
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* handles locking internally for this function.
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@ -544,10 +604,17 @@ extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *da
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extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
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/**
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* Drop any queued audio data waiting to be sent to the hardware.
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* Drop any queued audio data. For playback devices, this is any queued data
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* still waiting to be submitted to the hardware. For capture devices, this
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* is any data that was queued by the device that hasn't yet been dequeued by
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* the application.
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*
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* Immediately after this call, SDL_GetQueuedAudioSize() will return 0 and
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* the hardware will start playing silence if more audio isn't queued.
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* Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For
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* playback devices, the hardware will start playing silence if more audio
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* isn't queued. Unpaused capture devices will start filling the queue again
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* as soon as they have more data available (which, depending on the state
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* of the hardware and the thread, could be before this function call
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* returns!).
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*
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* This will not prevent playback of queued audio that's already been sent
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* to the hardware, as we can not undo that, so expect there to be some
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@ -557,8 +624,8 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
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*
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* You may not queue audio on a device that is using an application-supplied
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* callback; calling this function on such a device is always a no-op.
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* You have to use the audio callback or queue audio with SDL_QueueAudio(),
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* but not both.
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* You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
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* the audio callback, but not both.
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*
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* You should not call SDL_LockAudio() on the device before clearing the
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* queue; SDL handles locking internally for this function.
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@ -433,77 +433,24 @@ SDL_RemoveAudioDevice(const int iscapture, void *handle)
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/* this expects that you managed thread safety elsewhere. */
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static void
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free_audio_queue(SDL_AudioBufferQueue *buffer)
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free_audio_queue(SDL_AudioBufferQueue *packet)
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{
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while (buffer) {
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SDL_AudioBufferQueue *next = buffer->next;
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SDL_free(buffer);
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buffer = next;
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while (packet) {
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SDL_AudioBufferQueue *next = packet->next;
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SDL_free(packet);
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packet = next;
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}
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}
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static void SDLCALL
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SDL_BufferQueueDrainCallback(void *userdata, Uint8 *stream, int _len)
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/* NOTE: This assumes you'll hold the mixer lock before calling! */
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static int
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queue_audio_to_device(SDL_AudioDevice *device, const Uint8 *data, Uint32 len)
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{
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/* this function always holds the mixer lock before being called. */
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Uint32 len = (Uint32) _len;
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SDL_AudioDevice *device = (SDL_AudioDevice *) userdata;
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SDL_AudioBufferQueue *buffer;
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SDL_assert(device != NULL); /* this shouldn't ever happen, right?! */
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SDL_assert(_len >= 0); /* this shouldn't ever happen, right?! */
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while ((len > 0) && ((buffer = device->buffer_queue_head) != NULL)) {
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const Uint32 avail = buffer->datalen - buffer->startpos;
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const Uint32 cpy = SDL_min(len, avail);
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SDL_assert(device->queued_bytes >= avail);
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SDL_memcpy(stream, buffer->data + buffer->startpos, cpy);
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buffer->startpos += cpy;
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stream += cpy;
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device->queued_bytes -= cpy;
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len -= cpy;
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if (buffer->startpos == buffer->datalen) { /* packet is done, put it in the pool. */
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device->buffer_queue_head = buffer->next;
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SDL_assert((buffer->next != NULL) || (buffer == device->buffer_queue_tail));
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buffer->next = device->buffer_queue_pool;
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device->buffer_queue_pool = buffer;
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}
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}
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SDL_assert((device->buffer_queue_head != NULL) == (device->queued_bytes != 0));
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if (len > 0) { /* fill any remaining space in the stream with silence. */
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SDL_assert(device->buffer_queue_head == NULL);
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SDL_memset(stream, device->spec.silence, len);
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}
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if (device->buffer_queue_head == NULL) {
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device->buffer_queue_tail = NULL; /* in case we drained the queue entirely. */
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}
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}
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int
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SDL_QueueAudio(SDL_AudioDeviceID devid, const void *_data, Uint32 len)
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{
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SDL_AudioDevice *device = get_audio_device(devid);
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const Uint8 *data = (const Uint8 *) _data;
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SDL_AudioBufferQueue *orighead;
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SDL_AudioBufferQueue *origtail;
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Uint32 origlen;
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Uint32 datalen;
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if (!device) {
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return -1; /* get_audio_device() will have set the error state */
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}
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if (device->spec.callback != SDL_BufferQueueDrainCallback) {
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return SDL_SetError("Audio device has a callback, queueing not allowed");
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}
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current_audio.impl.LockDevice(device);
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orighead = device->buffer_queue_head;
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origtail = device->buffer_queue_tail;
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origlen = origtail ? origtail->datalen : 0;
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@ -533,8 +480,6 @@ SDL_QueueAudio(SDL_AudioDeviceID devid, const void *_data, Uint32 len)
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device->buffer_queue_tail = origtail;
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device->buffer_queue_pool = NULL;
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current_audio.impl.UnlockDevice(device);
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free_audio_queue(packet); /* give back what we can. */
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return SDL_OutOfMemory();
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@ -561,22 +506,142 @@ SDL_QueueAudio(SDL_AudioDeviceID devid, const void *_data, Uint32 len)
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device->queued_bytes += datalen;
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}
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current_audio.impl.UnlockDevice(device);
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return 0;
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}
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/* NOTE: This assumes you'll hold the mixer lock before calling! */
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static Uint32
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dequeue_audio_from_device(SDL_AudioDevice *device, Uint8 *stream, Uint32 len)
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{
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SDL_AudioBufferQueue *packet;
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Uint8 *ptr = stream;
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while ((len > 0) && ((packet = device->buffer_queue_head) != NULL)) {
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const Uint32 avail = packet->datalen - packet->startpos;
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const Uint32 cpy = SDL_min(len, avail);
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SDL_assert(device->queued_bytes >= avail);
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SDL_memcpy(ptr, packet->data + packet->startpos, cpy);
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packet->startpos += cpy;
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ptr += cpy;
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device->queued_bytes -= cpy;
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len -= cpy;
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if (packet->startpos == packet->datalen) { /* packet is done, put it in the pool. */
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device->buffer_queue_head = packet->next;
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SDL_assert((packet->next != NULL) || (packet == device->buffer_queue_tail));
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packet->next = device->buffer_queue_pool;
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device->buffer_queue_pool = packet;
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}
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}
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SDL_assert((device->buffer_queue_head != NULL) == (device->queued_bytes != 0));
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if (device->buffer_queue_head == NULL) {
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device->buffer_queue_tail = NULL; /* in case we drained the queue entirely. */
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}
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return (Uint32) (ptr - stream);
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}
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static void SDLCALL
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SDL_BufferQueueDrainCallback(void *userdata, Uint8 *stream, int len)
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{
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/* this function always holds the mixer lock before being called. */
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SDL_AudioDevice *device = (SDL_AudioDevice *) userdata;
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Uint32 written;
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SDL_assert(device != NULL); /* this shouldn't ever happen, right?! */
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SDL_assert(!device->iscapture); /* this shouldn't ever happen, right?! */
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SDL_assert(len >= 0); /* this shouldn't ever happen, right?! */
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written = dequeue_audio_from_device(device, stream, (Uint32) len);
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stream += written;
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len -= (int) written;
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if (len > 0) { /* fill any remaining space in the stream with silence. */
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SDL_assert(device->buffer_queue_head == NULL);
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SDL_memset(stream, device->spec.silence, len);
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}
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}
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static void SDLCALL
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SDL_BufferQueueFillCallback(void *userdata, Uint8 *stream, int len)
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{
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/* this function always holds the mixer lock before being called. */
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SDL_AudioDevice *device = (SDL_AudioDevice *) userdata;
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SDL_assert(device != NULL); /* this shouldn't ever happen, right?! */
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SDL_assert(device->iscapture); /* this shouldn't ever happen, right?! */
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SDL_assert(len >= 0); /* this shouldn't ever happen, right?! */
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/* note that if this needs to allocate more space and run out of memory,
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we have no choice but to quietly drop the data and hope it works out
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later, but you probably have bigger problems in this case anyhow. */
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queue_audio_to_device(device, stream, (Uint32) len);
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}
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int
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SDL_QueueAudio(SDL_AudioDeviceID devid, const void *data, Uint32 len)
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{
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SDL_AudioDevice *device = get_audio_device(devid);
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int rc = 0;
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if (!device) {
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return -1; /* get_audio_device() will have set the error state */
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} else if (device->iscapture) {
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return SDL_SetError("This is a capture device, queueing not allowed");
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} else if (device->spec.callback != SDL_BufferQueueDrainCallback) {
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return SDL_SetError("Audio device has a callback, queueing not allowed");
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}
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if (len > 0) {
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current_audio.impl.LockDevice(device);
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rc = queue_audio_to_device(device, data, len);
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current_audio.impl.UnlockDevice(device);
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}
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return rc;
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}
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Uint32
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SDL_DequeueAudio(SDL_AudioDeviceID devid, void *data, Uint32 len)
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{
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SDL_AudioDevice *device = get_audio_device(devid);
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Uint32 rc;
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if ( (len == 0) || /* nothing to do? */
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(!device) || /* called with bogus device id */
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(!device->iscapture) || /* playback devices can't dequeue */
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(device->spec.callback != SDL_BufferQueueFillCallback) ) { /* not set for queueing */
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return 0; /* just report zero bytes dequeued. */
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}
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current_audio.impl.LockDevice(device);
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rc = dequeue_audio_from_device(device, data, len);
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current_audio.impl.UnlockDevice(device);
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return rc;
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}
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Uint32
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SDL_GetQueuedAudioSize(SDL_AudioDeviceID devid)
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{
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Uint32 retval = 0;
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SDL_AudioDevice *device = get_audio_device(devid);
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if (!device) {
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return 0;
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}
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/* Nothing to do unless we're set up for queueing. */
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if (device && (device->spec.callback == SDL_BufferQueueDrainCallback)) {
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if (device->spec.callback == SDL_BufferQueueDrainCallback) {
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current_audio.impl.LockDevice(device);
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retval = device->queued_bytes + current_audio.impl.GetPendingBytes(device);
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current_audio.impl.UnlockDevice(device);
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} else if (device->spec.callback == SDL_BufferQueueFillCallback) {
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current_audio.impl.LockDevice(device);
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retval = device->queued_bytes;
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current_audio.impl.UnlockDevice(device);
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}
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return retval;
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@ -1305,7 +1370,7 @@ open_audio_device(const char *devname, int iscapture,
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}
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}
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device->spec.callback = SDL_BufferQueueDrainCallback;
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device->spec.callback = iscapture ? SDL_BufferQueueFillCallback : SDL_BufferQueueDrainCallback;
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device->spec.userdata = device;
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}
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/* !!! FIXME: we don't force the audio thread stack size here because it calls into user code, but maybe we should? */
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/* buffer queueing callback only needs a few bytes, so make the stack tiny. */
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char name[64];
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const SDL_bool is_internal_thread = (device->spec.callback == SDL_BufferQueueDrainCallback);
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const SDL_bool is_internal_thread =
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(device->spec.callback == SDL_BufferQueueDrainCallback) ||
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(device->spec.callback == SDL_BufferQueueFillCallback);
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const size_t stacksize = is_internal_thread ? 64 * 1024 : 0;
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SDL_snprintf(name, sizeof (name), "SDLAudioDev%d", (int) device->id);
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@ -605,3 +605,4 @@
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#define SDL_SetWindowModalFor SDL_SetWindowModalFor_REAL
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#define SDL_RenderSetIntegerScale SDL_RenderSetIntegerScale_REAL
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#define SDL_RenderGetIntegerScale SDL_RenderGetIntegerScale_REAL
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#define SDL_DequeueAudio SDL_DequeueAudio_REAL
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@ -639,3 +639,4 @@ SDL_DYNAPI_PROC(int,SDL_SetWindowInputFocus,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowModalFor,(SDL_Window *a, SDL_Window *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_RenderSetIntegerScale,(SDL_Renderer *a, SDL_bool b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_RenderGetIntegerScale,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(Uint32,SDL_DequeueAudio,(SDL_AudioDeviceID a, void *b, Uint32 c),(a,b,c),return)
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