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The observed behavior is that any nonzero timeout value would hang until the device was paused and resumed. And a zero timeout value would always return 0 frames written even when audio fragments could be heard. Making a manual timeout system unworkable. None of the straightforward systems imply that there's a detectable problem before the call to AAudioStream_write(). And the callback set within AAudioStreamBuilder_setErrorCallback() does not get called as we enter the hang state. I've found that AAudioStream_getTimestamp() will report an error state from another thread. So this change codifies that behavior a bit until a better fix or more root cause can be found. |
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| .. | ||
| SDL_androidclipboard.c | ||
| SDL_androidclipboard.h | ||
| SDL_androidevents.c | ||
| SDL_androidevents.h | ||
| SDL_androidgl.c | ||
| SDL_androidgl.h | ||
| SDL_androidkeyboard.c | ||
| SDL_androidkeyboard.h | ||
| SDL_androidmessagebox.c | ||
| SDL_androidmessagebox.h | ||
| SDL_androidmouse.c | ||
| SDL_androidmouse.h | ||
| SDL_androidtouch.c | ||
| SDL_androidtouch.h | ||
| SDL_androidvideo.c | ||
| SDL_androidvideo.h | ||
| SDL_androidvulkan.c | ||
| SDL_androidvulkan.h | ||
| SDL_androidwindow.c | ||
| SDL_androidwindow.h | ||