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Fixed bug 5239 - Play audio on Android while backgrounded (Thanks Superfury)
Add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO not to pause audio when the app goes to background. (It requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
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@ -1028,6 +1028,18 @@ extern "C" {
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*/
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#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
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/**
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* \brief A variable to control whether SDL will pause audio in background
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* (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
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*
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* The variable can be set to the following values:
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* "0" - Non paused.
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* "1" - Paused. (default)
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*
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* The value should be set before SDL is initialized.
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*/
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#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
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/**
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* \brief A variable to control whether the return key on the soft keyboard
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* should hide the soft keyboard on Android and iOS.
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@ -175,8 +175,10 @@ Android_PumpEvents_NonBlocking(_THIS)
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SDL_UnlockMutex(Android_ActivityMutex);
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}
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ANDROIDAUDIO_PauseDevices();
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openslES_PauseDevices();
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if (videodata->pauseAudio) {
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ANDROIDAUDIO_PauseDevices();
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openslES_PauseDevices();
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}
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backup_context = 0;
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}
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@ -191,8 +193,10 @@ Android_PumpEvents_NonBlocking(_THIS)
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SDL_SendAppEvent(SDL_APP_DIDENTERFOREGROUND);
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SDL_SendWindowEvent(Android_Window, SDL_WINDOWEVENT_RESTORED, 0, 0);
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ANDROIDAUDIO_ResumeDevices();
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openslES_ResumeDevices();
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if (videodata->pauseAudio) {
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ANDROIDAUDIO_ResumeDevices();
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openslES_ResumeDevices();
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}
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/* Restore the GL Context from here, as this operation is thread dependent */
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if (!isContextExternal && !SDL_HasEvent(SDL_QUIT)) {
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@ -181,6 +181,7 @@ Android_VideoInit(_THIS)
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videodata->isPaused = SDL_FALSE;
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videodata->isPausing = SDL_FALSE;
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videodata->pauseAudio = SDL_GetHintBoolean(SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO, SDL_TRUE);
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mode.format = Android_ScreenFormat;
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mode.w = Android_DeviceWidth;
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@ -38,6 +38,7 @@ typedef struct SDL_VideoData
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SDL_Rect textRect;
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int isPaused;
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int isPausing;
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int pauseAudio;
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} SDL_VideoData;
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extern int Android_SurfaceWidth;
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