aaudio: Backport headphone hotplugging support from SDL3.

Fixes #4985.

(cherry picked from commit ec25d6b1e860e1689044c1d145cbbcbe1aa5011f)
This commit is contained in:
Ryan C. Gordon 2024-01-27 18:13:01 -05:00
parent 0bd58cd727
commit f1b109005c
No known key found for this signature in database
GPG key ID: FA148B892AB48044
2 changed files with 107 additions and 12 deletions

View file

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

View file

@ -38,6 +38,7 @@ struct SDL_PrivateAudioData
Uint8 *mixbuf;
int mixlen;
int frame_size;
int devid;
};
void aaudio_ResumeDevices(void);