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https://github.com/Ryujinx/SDL.git
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aaudio: Backport headphone hotplugging support from SDL3.
Fixes #4985. (cherry picked from commit ec25d6b1e860e1689044c1d145cbbcbe1aa5011f)
This commit is contained in:
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0bd58cd727
commit
f1b109005c
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@ -102,21 +102,16 @@ static int aaudio_OpenDevice(_THIS, const char *devname)
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ctx.AAudioStreamBuilder_setSampleRate(ctx.builder, this->spec.freq);
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ctx.AAudioStreamBuilder_setChannelCount(ctx.builder, this->spec.channels);
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if(devname) {
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int aaudio_device_id = SDL_atoi(devname);
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LOGI("Opening device id %d", aaudio_device_id);
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ctx.AAudioStreamBuilder_setDeviceId(ctx.builder, aaudio_device_id);
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private->devid = SDL_atoi(devname);
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LOGI("Opening device id %d", private->devid);
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ctx.AAudioStreamBuilder_setDeviceId(ctx.builder, private->devid);
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}
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{
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aaudio_direction_t direction = (iscapture ? AAUDIO_DIRECTION_INPUT : AAUDIO_DIRECTION_OUTPUT);
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const aaudio_direction_t direction = (iscapture ? AAUDIO_DIRECTION_INPUT : AAUDIO_DIRECTION_OUTPUT);
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ctx.AAudioStreamBuilder_setDirection(ctx.builder, direction);
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}
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{
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aaudio_format_t format = AAUDIO_FORMAT_PCM_FLOAT;
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if (this->spec.format == AUDIO_S16SYS) {
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format = AAUDIO_FORMAT_PCM_I16;
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} else if (this->spec.format == AUDIO_S16SYS) {
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format = AAUDIO_FORMAT_PCM_FLOAT;
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}
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const aaudio_format_t format = (this->spec.format == AUDIO_S16SYS) ? AAUDIO_FORMAT_PCM_I16 : AAUDIO_FORMAT_PCM_FLOAT;
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ctx.AAudioStreamBuilder_setFormat(ctx.builder, format);
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}
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@ -212,6 +207,97 @@ static Uint8 *aaudio_GetDeviceBuf(_THIS)
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return private->mixbuf;
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}
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/* Try to reestablish an AAudioStream.
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This needs to get a stream with the same format as the previous one,
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even if this means AAudio needs to handle a conversion it didn't when
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we initially opened the device. If we can't get that, we are forced
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to give up here.
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(This is more robust in SDL3, which is designed to handle
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abrupt format changes.)
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*/
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static int RebuildAAudioStream(SDL_AudioDevice *device)
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{
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struct SDL_PrivateAudioData *hidden = device->hidden;
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const SDL_bool iscapture = device->iscapture;
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aaudio_result_t res;
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ctx.AAudioStreamBuilder_setSampleRate(ctx.builder, device->spec.freq);
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ctx.AAudioStreamBuilder_setChannelCount(ctx.builder, device->spec.channels);
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if(hidden->devid) {
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LOGI("Reopening device id %d", hidden->devid);
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ctx.AAudioStreamBuilder_setDeviceId(ctx.builder, hidden->devid);
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}
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{
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const aaudio_direction_t direction = (iscapture ? AAUDIO_DIRECTION_INPUT : AAUDIO_DIRECTION_OUTPUT);
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ctx.AAudioStreamBuilder_setDirection(ctx.builder, direction);
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}
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{
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const aaudio_format_t format = (device->spec.format == AUDIO_S16SYS) ? AAUDIO_FORMAT_PCM_I16 : AAUDIO_FORMAT_PCM_FLOAT;
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ctx.AAudioStreamBuilder_setFormat(ctx.builder, format);
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}
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ctx.AAudioStreamBuilder_setErrorCallback(ctx.builder, aaudio_errorCallback, hidden);
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ctx.AAudioStreamBuilder_setPerformanceMode(ctx.builder, AAUDIO_PERFORMANCE_MODE_LOW_LATENCY);
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LOGI("AAudio Try to reopen %u hz %u bit chan %u %s samples %u",
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device->spec.freq, SDL_AUDIO_BITSIZE(device->spec.format),
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device->spec.channels, (device->spec.format & 0x1000) ? "BE" : "LE", device->spec.samples);
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res = ctx.AAudioStreamBuilder_openStream(ctx.builder, &hidden->stream);
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if (res != AAUDIO_OK) {
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LOGI("SDL Failed AAudioStreamBuilder_openStream %d", res);
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return SDL_SetError("%s : %s", __func__, ctx.AAudio_convertResultToText(res));
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}
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{
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const aaudio_format_t fmt = ctx.AAudioStream_getFormat(hidden->stream);
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SDL_AudioFormat sdlfmt = (SDL_AudioFormat) 0;
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if (fmt == AAUDIO_FORMAT_PCM_I16) {
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sdlfmt = AUDIO_S16SYS;
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} else if (fmt == AAUDIO_FORMAT_PCM_FLOAT) {
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sdlfmt = AUDIO_F32SYS;
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}
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/* We handle this better in SDL3, but this _needs_ to match the previous stream for SDL2. */
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if ( (device->spec.freq != ctx.AAudioStream_getSampleRate(hidden->stream)) ||
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(device->spec.channels != ctx.AAudioStream_getChannelCount(hidden->stream)) ||
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(device->spec.format != sdlfmt) ) {
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LOGI("Didn't get an identical spec from AAudioStream during reopen!");
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ctx.AAudioStream_close(hidden->stream);
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hidden->stream = NULL;
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return SDL_SetError("Didn't get an identical spec from AAudioStream during reopen!");
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}
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}
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res = ctx.AAudioStream_requestStart(hidden->stream);
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if (res != AAUDIO_OK) {
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LOGI("SDL Failed AAudioStream_requestStart %d iscapture:%d", res, iscapture);
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return SDL_SetError("%s : %s", __func__, ctx.AAudio_convertResultToText(res));
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}
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return 0;
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}
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static int RecoverAAudioDevice(SDL_AudioDevice *device)
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{
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struct SDL_PrivateAudioData *hidden = device->hidden;
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AAudioStream *stream = hidden->stream;
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/* attempt to build a new stream, in case there's a new default device. */
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hidden->stream = NULL;
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ctx.AAudioStream_requestStop(stream);
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ctx.AAudioStream_close(stream);
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if (RebuildAAudioStream(device) < 0) {
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return -1; // oh well, we tried.
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}
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return 0;
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}
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static void aaudio_PlayDevice(_THIS)
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{
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struct SDL_PrivateAudioData *private = this->hidden;
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@ -220,6 +306,9 @@ static void aaudio_PlayDevice(_THIS)
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res = ctx.AAudioStream_write(private->stream, private->mixbuf, private->mixlen / private->frame_size, timeoutNanoseconds);
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if (res < 0) {
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LOGI("%s : %s", __func__, ctx.AAudio_convertResultToText(res));
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if (RecoverAAudioDevice(this) < 0) {
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return; /* oh well, we went down hard. */
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}
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} else {
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LOGI("SDL AAudio play: %d frames, wanted:%d frames", (int)res, private->mixlen / private->frame_size);
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}
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@ -408,6 +497,7 @@ void aaudio_ResumeDevices(void)
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*/
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SDL_bool aaudio_DetectBrokenPlayState(void)
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{
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AAudioStream *stream;
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struct SDL_PrivateAudioData *private;
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int64_t framePosition, timeNanoseconds;
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aaudio_result_t res;
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@ -417,10 +507,14 @@ SDL_bool aaudio_DetectBrokenPlayState(void)
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}
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private = audioDevice->hidden;
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stream = private->stream;
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if (!stream) {
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return SDL_FALSE;
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}
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res = ctx.AAudioStream_getTimestamp(private->stream, CLOCK_MONOTONIC, &framePosition, &timeNanoseconds);
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res = ctx.AAudioStream_getTimestamp(stream, CLOCK_MONOTONIC, &framePosition, &timeNanoseconds);
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if (res == AAUDIO_ERROR_INVALID_STATE) {
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aaudio_stream_state_t currentState = ctx.AAudioStream_getState(private->stream);
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aaudio_stream_state_t currentState = ctx.AAudioStream_getState(stream);
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/* AAudioStream_getTimestamp() will also return AAUDIO_ERROR_INVALID_STATE while the stream is still initially starting. But we only care if it silently went invalid while playing. */
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if (currentState == AAUDIO_STREAM_STATE_STARTED) {
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LOGI("SDL aaudio_DetectBrokenPlayState: detected invalid audio device state: AAudioStream_getTimestamp result=%d, framePosition=%lld, timeNanoseconds=%lld, getState=%d", (int)res, (long long)framePosition, (long long)timeNanoseconds, (int)currentState);
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@ -38,6 +38,7 @@ struct SDL_PrivateAudioData
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Uint8 *mixbuf;
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int mixlen;
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int frame_size;
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int devid;
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};
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void aaudio_ResumeDevices(void);
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