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				synced 2025-11-04 12:44:56 +00:00 
			
		
		
		
	audio: Fix locking in backends that manage their own callback threads.
Otherwise you might get a race where an app pauses the device, but the audio callback still manages to run after the pause is in place.
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			@ -522,8 +522,12 @@ static void
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outputCallback(void *inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer)
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{
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    SDL_AudioDevice *this = (SDL_AudioDevice *) inUserData;
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    SDL_LockMutex(this->mixer_lock);
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    if (SDL_AtomicGet(&this->hidden->shutdown)) {
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        return;  /* don't do anything. */
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        SDL_UnlockMutex(this->mixer_lock);
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        return;  /* don't do anything, since we don't even want to enqueue this buffer again. */
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    }
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    if (!SDL_AtomicGet(&this->enabled) || SDL_AtomicGet(&this->paused)) {
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			@ -536,10 +540,8 @@ outputCallback(void *inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffe
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        while (remaining > 0) {
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            if (SDL_AudioStreamAvailable(this->stream) == 0) {
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                /* Generate the data */
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                SDL_LockMutex(this->mixer_lock);
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                (*this->callbackspec.callback)(this->callbackspec.userdata,
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                                               this->hidden->buffer, this->hidden->bufferSize);
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                SDL_UnlockMutex(this->mixer_lock);
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                this->hidden->bufferOffset = 0;
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                SDL_AudioStreamPut(this->stream, this->hidden->buffer, this->hidden->bufferSize);
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            }
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			@ -565,10 +567,8 @@ outputCallback(void *inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffe
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            UInt32 len;
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            if (this->hidden->bufferOffset >= this->hidden->bufferSize) {
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                /* Generate the data */
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                SDL_LockMutex(this->mixer_lock);
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                (*this->callbackspec.callback)(this->callbackspec.userdata,
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                            this->hidden->buffer, this->hidden->bufferSize);
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                SDL_UnlockMutex(this->mixer_lock);
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                this->hidden->bufferOffset = 0;
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            }
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			@ -587,6 +587,8 @@ outputCallback(void *inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffe
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    AudioQueueEnqueueBuffer(this->hidden->audioQueue, inBuffer, 0, NULL);
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    inBuffer->mAudioDataByteSize = inBuffer->mAudioDataBytesCapacity;
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    SDL_UnlockMutex(this->mixer_lock);
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}
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static void
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			@ -28,6 +28,11 @@
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#include <emscripten/emscripten.h>
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/* !!! FIXME: this currently expects that the audio callback runs in the main thread,
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   !!! FIXME:  in intervals when the application isn't running, but that may not be
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   !!! FIXME:  true always once pthread support becomes widespread. Revisit this code
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   !!! FIXME:  at some point and see what needs to be done for that! */
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static void
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FeedAudioDevice(_THIS, const void *buf, const int buflen)
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{
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			@ -49,21 +49,19 @@ FillSound(void *device, void *stream, size_t len,
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    SDL_AudioDevice *audio = (SDL_AudioDevice *) device;
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    SDL_AudioCallback callback = audio->callbackspec.callback;
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    SDL_LockMutex(audio->mixer_lock);
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    /* Only do something if audio is enabled */
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    if (!SDL_AtomicGet(&audio->enabled) || SDL_AtomicGet(&audio->paused)) {
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        if (audio->stream) {
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            SDL_AudioStreamClear(audio->stream);
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        }
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        SDL_memset(stream, audio->spec.silence, len);
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        return;
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    }
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    } else {
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        SDL_assert(audio->spec.size == len);
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        if (audio->stream == NULL) {  /* no conversion necessary. */
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        SDL_LockMutex(audio->mixer_lock);
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            callback(audio->callbackspec.userdata, (Uint8 *) stream, len);
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        SDL_UnlockMutex(audio->mixer_lock);
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        } else {  /* streaming/converting */
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            const int stream_len = audio->callbackspec.size;
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            const int ilen = (int) len;
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			@ -82,6 +80,9 @@ FillSound(void *device, void *stream, size_t len,
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                SDL_memset(stream, audio->spec.silence, len);
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            }
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        }
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    }
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    SDL_UnlockMutex(audio->mixer_lock);
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}
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static void
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			@ -50,7 +50,7 @@ static void nacl_audio_callback(void* stream, uint32_t buffer_size, PP_TimeDelta
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    SDL_AudioDevice* _this = (SDL_AudioDevice*) data;
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    SDL_AudioCallback callback = _this->callbackspec.callback;
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    SDL_LockMutex(private->mutex);  /* !!! FIXME: is this mutex necessary? */
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    SDL_LockMutex(_this->mixer_lock);
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    /* Only do something if audio is enabled */
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    if (!SDL_AtomicGet(&_this->enabled) || SDL_AtomicGet(&_this->paused)) {
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			@ -58,15 +58,11 @@ static void nacl_audio_callback(void* stream, uint32_t buffer_size, PP_TimeDelta
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            SDL_AudioStreamClear(_this->stream);
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        }
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        SDL_memset(stream, _this->spec.silence, len);
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        return;
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    }
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    } else {
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        SDL_assert(_this->spec.size == len);
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        if (_this->stream == NULL) {  /* no conversion necessary. */
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        SDL_LockMutex(_this->mixer_lock);
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            callback(_this->callbackspec.userdata, stream, len);
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        SDL_UnlockMutex(_this->mixer_lock);
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        } else {  /* streaming/converting */
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            const int stream_len = _this->callbackspec.size;
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            while (SDL_AudioStreamAvailable(_this->stream) < len) {
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			@ -84,8 +80,9 @@ static void nacl_audio_callback(void* stream, uint32_t buffer_size, PP_TimeDelta
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                SDL_memset(stream, _this->spec.silence, len);
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            }
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        }
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    }
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    SDL_UnlockMutex(private->mutex);
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    SDL_UnlockMutex(_this->mixer_lock);
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}
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static void NACLAUDIO_CloseDevice(SDL_AudioDevice *device) {
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			@ -94,7 +91,6 @@ static void NACLAUDIO_CloseDevice(SDL_AudioDevice *device) {
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    SDL_PrivateAudioData *hidden = (SDL_PrivateAudioData *) device->hidden;
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    ppb_audio->StopPlayback(hidden->audio);
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    SDL_DestroyMutex(hidden->mutex);
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    core->ReleaseResource(hidden->audio);
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}
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			@ -109,7 +105,6 @@ NACLAUDIO_OpenDevice(_THIS, const char *devname) {
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        return SDL_OutOfMemory();
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    }
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    private->mutex = SDL_CreateMutex();
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    _this->spec.freq = 44100;
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    _this->spec.format = AUDIO_S16LSB;
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    _this->spec.channels = 2;
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			@ -34,7 +34,6 @@
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#define private _this->hidden
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typedef struct SDL_PrivateAudioData {
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  SDL_mutex* mutex;
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    PP_Resource audio;
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} SDL_PrivateAudioData;
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			@ -910,6 +910,7 @@ output_callback(void *data)
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     * and run the callback with the work buffer to keep the callback
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     * firing regularly in case the audio is being used as a timer.
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     */
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    SDL_LockMutex(this->mixer_lock);
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    if (!SDL_AtomicGet(&this->paused)) {
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        if (SDL_AtomicGet(&this->enabled)) {
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            dst = spa_buf->datas[0].data;
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			@ -919,18 +920,13 @@ output_callback(void *data)
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        }
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        if (!this->stream) {
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            SDL_LockMutex(this->mixer_lock);
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            this->callbackspec.callback(this->callbackspec.userdata, dst, this->callbackspec.size);
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            SDL_UnlockMutex(this->mixer_lock);
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        } else {
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            int got;
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            /* Fire the callback until we have enough to fill a buffer */
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            while (SDL_AudioStreamAvailable(this->stream) < this->spec.size) {
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                SDL_LockMutex(this->mixer_lock);
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                this->callbackspec.callback(this->callbackspec.userdata, this->work_buffer, this->callbackspec.size);
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                SDL_UnlockMutex(this->mixer_lock);
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                SDL_AudioStreamPut(this->stream, this->work_buffer, this->callbackspec.size);
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            }
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			@ -940,6 +936,7 @@ output_callback(void *data)
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    } else {
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        SDL_memset(spa_buf->datas[0].data, this->spec.silence, this->spec.size);
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    }
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    SDL_UnlockMutex(this->mixer_lock);
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    spa_buf->datas[0].chunk->offset = 0;
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    spa_buf->datas[0].chunk->stride = this->hidden->stride;
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