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Added a GetPendingBytes method to the audio backend.
This will (eventually) make SDL_GetQueuedAudioSize() more accurate, and thus reduce latency. Right now this isn't implemented anywhere, so we assume data fed to the audio callback is consumed by the hardware and immediately played to completion.
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@ -178,6 +178,12 @@ SDL_AudioPlayDevice_Default(_THIS)
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{ /* no-op. */
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}
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static int
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SDL_AudioGetPendingBytes_Default(_THIS)
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{
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return 0;
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}
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static Uint8 *
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SDL_AudioGetDeviceBuf_Default(_THIS)
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{
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@ -253,6 +259,7 @@ finalize_audio_entry_points(void)
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FILL_STUB(ThreadInit);
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FILL_STUB(WaitDevice);
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FILL_STUB(PlayDevice);
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FILL_STUB(GetPendingBytes);
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FILL_STUB(GetDeviceBuf);
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FILL_STUB(WaitDone);
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FILL_STUB(CloseDevice);
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@ -471,7 +478,7 @@ SDL_GetQueuedAudioSize(SDL_AudioDeviceID devid)
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SDL_AudioDevice *device = get_audio_device(devid);
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if (device) {
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current_audio.impl.LockDevice(device);
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retval = device->queued_bytes;
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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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}
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@ -60,6 +60,7 @@ typedef struct SDL_AudioDriverImpl
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void (*ThreadInit) (_THIS); /* Called by audio thread at start */
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void (*WaitDevice) (_THIS);
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void (*PlayDevice) (_THIS);
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int (*GetPendingBytes) (_THIS);
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Uint8 *(*GetDeviceBuf) (_THIS);
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void (*WaitDone) (_THIS);
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void (*CloseDevice) (_THIS);
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