Start Android Audio Thread after audio buffer and AudioTrack are ready.
Also, it starts the Audio Thread from the native side, putting the code in line with other backends.
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4 changed files with 20 additions and 52 deletions
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@ -50,7 +50,7 @@ AndroidAUD_OpenDevice(_THIS, const char *devname, int iscapture)
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audioDevice = this;
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this->hidden = SDL_malloc(sizeof(*(this->hidden)));
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this->hidden = (struct SDL_PrivateAudioData *) SDL_malloc(sizeof(*(this->hidden)));
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if (!this->hidden) {
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return SDL_OutOfMemory();
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}
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@ -91,6 +91,13 @@ AndroidAUD_OpenDevice(_THIS, const char *devname, int iscapture)
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/* Init failed? */
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return SDL_SetError("Java-side initialization failed!");
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}
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/* Audio thread is started here, after audio buffers and Java's AudioTrack are in place and ready to go */
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this->thread = SDL_CreateThread(SDL_RunAudio, "AndroidAudioThread", this);
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if (this->thread == NULL) {
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AndroidAUD_CloseDevice(this);
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return SDL_SetError("Couldn't create audio thread");
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}
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return 0;
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}
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@ -110,6 +117,10 @@ AndroidAUD_GetDeviceBuf(_THIS)
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static void
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AndroidAUD_CloseDevice(_THIS)
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{
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/* At this point SDL_CloseAudioDevice via close_audio_device took care of terminating the audio thread
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so it's safe to terminate the Java side buffer and AudioTrack
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*/
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if (this->hidden != NULL) {
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SDL_free(this->hidden);
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this->hidden = NULL;
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@ -143,13 +154,7 @@ AudioBootStrap ANDROIDAUD_bootstrap = {
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"android", "SDL Android audio driver", AndroidAUD_Init, 0
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};
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/* Called by the Java code to start the audio processing on a thread */
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void
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Android_RunAudioThread()
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{
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SDL_RunAudio(audioDevice);
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}
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#endif /* SDL_AUDIO_DRIVER_ANDROID */
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/* vi: set ts=4 sw=4 expandtab: */
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@ -32,6 +32,8 @@ struct SDL_PrivateAudioData
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{
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};
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static void AndroidAUD_CloseDevice(_THIS);
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#endif /* _SDL_androidaudio_h */
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/* vi: set ts=4 sw=4 expandtab: */
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