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.
This commit is contained in:
Ryan C. Gordon 2014-07-30 11:08:31 -04:00
parent db1dd7560e
commit e5d49c2033
2 changed files with 9 additions and 1 deletions

View file

@ -178,6 +178,12 @@ SDL_AudioPlayDevice_Default(_THIS)
{ /* no-op. */
}
static int
SDL_AudioGetPendingBytes_Default(_THIS)
{
return 0;
}
static Uint8 *
SDL_AudioGetDeviceBuf_Default(_THIS)
{
@ -253,6 +259,7 @@ finalize_audio_entry_points(void)
FILL_STUB(ThreadInit);
FILL_STUB(WaitDevice);
FILL_STUB(PlayDevice);
FILL_STUB(GetPendingBytes);
FILL_STUB(GetDeviceBuf);
FILL_STUB(WaitDone);
FILL_STUB(CloseDevice);
@ -471,7 +478,7 @@ SDL_GetQueuedAudioSize(SDL_AudioDeviceID devid)
SDL_AudioDevice *device = get_audio_device(devid);
if (device) {
current_audio.impl.LockDevice(device);
retval = device->queued_bytes;
retval = device->queued_bytes + current_audio.impl.GetPendingBytes(device);
current_audio.impl.UnlockDevice(device);
}

View file

@ -60,6 +60,7 @@ typedef struct SDL_AudioDriverImpl
void (*ThreadInit) (_THIS); /* Called by audio thread at start */
void (*WaitDevice) (_THIS);
void (*PlayDevice) (_THIS);
int (*GetPendingBytes) (_THIS);
Uint8 *(*GetDeviceBuf) (_THIS);
void (*WaitDone) (_THIS);
void (*CloseDevice) (_THIS);