Fixed a bug where when the audio starts paused all the DirectSound buffers
will end up getting locked and never unlocked and sound will never play. Added a FIXME for Ryan to look at, too. :) --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403960
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de0dbff224
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1 changed files with 29 additions and 16 deletions
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@ -326,6 +326,7 @@ SDL_RunAudio(void *devicep)
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void *udata;
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void (SDLCALL * fill) (void *userdata, Uint8 * stream, int len);
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int silence;
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Uint32 delay;
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/* For streaming when the buffer sizes don't match up */
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Uint8 *istream;
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@ -379,9 +380,12 @@ SDL_RunAudio(void *devicep)
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stream_len = device->spec.size;
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}
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/* Calculate the delay while paused */
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delay = ((device->spec.samples * 1000) / device->spec.freq);
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/* Determine if the streamer is necessary here */
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if (device->use_streamer == 1) {
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/* This code is almost the same as the old code. The difference is, instead of reding
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/* This code is almost the same as the old code. The difference is, instead of reading
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directly from the callback into "stream", then converting and sending the audio off,
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we go: callback -> "istream" -> (conversion) -> streamer -> stream -> device.
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However, reading and writing with streamer are done separately:
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@ -394,6 +398,12 @@ SDL_RunAudio(void *devicep)
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stream's maximum length is, but I suspect 2*max(len_cvt, stream_len) is a good figure.
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*/
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while (device->enabled) {
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if (device->paused) {
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SDL_Delay(delay);
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continue;
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}
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/* Only read in audio if the streamer doesn't have enough already (if it does not have enough samples to output) */
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if (SDL_StreamLength(&device->streamer) < stream_len) {
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/* Set up istream */
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@ -404,6 +414,9 @@ SDL_RunAudio(void *devicep)
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continue;
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}
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} else {
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/* FIXME: Ryan, this is probably wrong. I imagine we don't want to get
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* a device buffer both here and below in the stream output.
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*/
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istream = current_audio.impl.GetDeviceBuf(device);
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if (istream == NULL) {
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istream = device->fake_stream;
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@ -411,11 +424,9 @@ SDL_RunAudio(void *devicep)
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}
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/* Read from the callback into the _input_ stream */
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if (!device->paused) {
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SDL_mutexP(device->mixer_lock);
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(*fill) (udata, istream, istream_len);
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SDL_mutexV(device->mixer_lock);
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}
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SDL_mutexP(device->mixer_lock);
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(*fill) (udata, istream, istream_len);
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SDL_mutexV(device->mixer_lock);
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/* Convert the audio if necessary and write to the streamer */
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if (device->convert.needed) {
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@ -451,13 +462,12 @@ SDL_RunAudio(void *devicep)
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SDL_StreamRead(&device->streamer, stream, stream_len);
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/* Ready current buffer for play and change current buffer */
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if (stream != device->fake_stream && !device->paused) {
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if (stream != device->fake_stream) {
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current_audio.impl.PlayDevice(device);
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/* Wait for an audio buffer to become available */
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current_audio.impl.WaitDevice(device);
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} else {
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SDL_Delay((device->spec.samples * 1000) /
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device->spec.freq);
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SDL_Delay(delay);
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}
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}
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@ -468,6 +478,11 @@ SDL_RunAudio(void *devicep)
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/* Loop, filling the audio buffers */
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while (device->enabled) {
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if (device->paused) {
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SDL_Delay(delay);
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continue;
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}
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/* Fill the current buffer with sound */
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if (device->convert.needed) {
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if (device->convert.buf) {
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@ -482,11 +497,9 @@ SDL_RunAudio(void *devicep)
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}
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}
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if (!device->paused) {
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SDL_mutexP(device->mixer_lock);
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(*fill) (udata, stream, stream_len);
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SDL_mutexV(device->mixer_lock);
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}
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SDL_mutexP(device->mixer_lock);
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(*fill) (udata, stream, stream_len);
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SDL_mutexV(device->mixer_lock);
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/* Convert the audio if necessary */
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if (device->convert.needed) {
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@ -500,12 +513,12 @@ SDL_RunAudio(void *devicep)
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}
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/* Ready current buffer for play and change current buffer */
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if (stream != device->fake_stream && !device->paused) {
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if (stream != device->fake_stream) {
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current_audio.impl.PlayDevice(device);
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/* Wait for an audio buffer to become available */
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current_audio.impl.WaitDevice(device);
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} else {
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SDL_Delay((device->spec.samples * 1000) / device->spec.freq);
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SDL_Delay(delay);
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}
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}
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}
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