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	audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()).
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				| 
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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);
 | 
			
		||||
        current_audio.impl.UnlockDevice(device);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return rc;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Uint32
 | 
			
		||||
SDL_DequeueAudio(SDL_AudioDeviceID devid, void *data, Uint32 len)
 | 
			
		||||
{
 | 
			
		||||
    SDL_AudioDevice *device = get_audio_device(devid);
 | 
			
		||||
    Uint32 rc;
 | 
			
		||||
 | 
			
		||||
    if ( (len == 0) ||  /* nothing to do? */
 | 
			
		||||
         (!device) ||  /* called with bogus device id */
 | 
			
		||||
         (!device->iscapture) ||  /* playback devices can't dequeue */
 | 
			
		||||
         (device->spec.callback != SDL_BufferQueueFillCallback) ) { /* not set for queueing */
 | 
			
		||||
        return 0;  /* just report zero bytes dequeued. */
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    current_audio.impl.LockDevice(device);
 | 
			
		||||
    rc = dequeue_audio_from_device(device, data, len);
 | 
			
		||||
    current_audio.impl.UnlockDevice(device);
 | 
			
		||||
    return rc;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Uint32
 | 
			
		||||
SDL_GetQueuedAudioSize(SDL_AudioDeviceID devid)
 | 
			
		||||
{
 | 
			
		||||
    Uint32 retval = 0;
 | 
			
		||||
    SDL_AudioDevice *device = get_audio_device(devid);
 | 
			
		||||
 | 
			
		||||
    if (!device) {
 | 
			
		||||
        return 0;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /* Nothing to do unless we're set up for queueing. */
 | 
			
		||||
    if (device && (device->spec.callback == SDL_BufferQueueDrainCallback)) {
 | 
			
		||||
    if (device->spec.callback == SDL_BufferQueueDrainCallback) {
 | 
			
		||||
        current_audio.impl.LockDevice(device);
 | 
			
		||||
        retval = device->queued_bytes + current_audio.impl.GetPendingBytes(device);
 | 
			
		||||
        current_audio.impl.UnlockDevice(device);
 | 
			
		||||
    } else if (device->spec.callback == SDL_BufferQueueFillCallback) {
 | 
			
		||||
        current_audio.impl.LockDevice(device);
 | 
			
		||||
        retval = device->queued_bytes;
 | 
			
		||||
        current_audio.impl.UnlockDevice(device);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return retval;
 | 
			
		||||
| 
						 | 
				
			
			@ -1305,7 +1370,7 @@ open_audio_device(const char *devname, int iscapture,
 | 
			
		|||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        device->spec.callback = SDL_BufferQueueDrainCallback;
 | 
			
		||||
        device->spec.callback = iscapture ? SDL_BufferQueueFillCallback : SDL_BufferQueueDrainCallback;
 | 
			
		||||
        device->spec.userdata = device;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -1319,7 +1384,9 @@ open_audio_device(const char *devname, int iscapture,
 | 
			
		|||
        /* !!! FIXME: we don't force the audio thread stack size here because it calls into user code, but maybe we should? */
 | 
			
		||||
        /* buffer queueing callback only needs a few bytes, so make the stack tiny. */
 | 
			
		||||
        char name[64];
 | 
			
		||||
        const SDL_bool is_internal_thread = (device->spec.callback == SDL_BufferQueueDrainCallback);
 | 
			
		||||
        const SDL_bool is_internal_thread =
 | 
			
		||||
            (device->spec.callback == SDL_BufferQueueDrainCallback) ||
 | 
			
		||||
            (device->spec.callback == SDL_BufferQueueFillCallback);
 | 
			
		||||
        const size_t stacksize = is_internal_thread ? 64 * 1024 : 0;
 | 
			
		||||
 | 
			
		||||
        SDL_snprintf(name, sizeof (name), "SDLAudioDev%d", (int) device->id);
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -605,3 +605,4 @@
 | 
			
		|||
#define SDL_SetWindowModalFor SDL_SetWindowModalFor_REAL
 | 
			
		||||
#define SDL_RenderSetIntegerScale SDL_RenderSetIntegerScale_REAL
 | 
			
		||||
#define SDL_RenderGetIntegerScale SDL_RenderGetIntegerScale_REAL
 | 
			
		||||
#define SDL_DequeueAudio SDL_DequeueAudio_REAL
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -639,3 +639,4 @@ SDL_DYNAPI_PROC(int,SDL_SetWindowInputFocus,(SDL_Window *a),(a),return)
 | 
			
		|||
SDL_DYNAPI_PROC(int,SDL_SetWindowModalFor,(SDL_Window *a, SDL_Window *b),(a,b),return)
 | 
			
		||||
SDL_DYNAPI_PROC(int,SDL_RenderSetIntegerScale,(SDL_Renderer *a, SDL_bool b),(a,b),return)
 | 
			
		||||
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderGetIntegerScale,(SDL_Renderer *a),(a),return)
 | 
			
		||||
SDL_DYNAPI_PROC(Uint32,SDL_DequeueAudio,(SDL_AudioDeviceID a, void *b, Uint32 c),(a,b,c),return)
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
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		Reference in a new issue