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aaudio: Rearranged source code to match other backends.
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2507c1d68b
commit
18fc0db9e5
@ -50,6 +50,8 @@ struct SDL_PrivateAudioData
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#define LOGI(...)
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#endif
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#define LIB_AAUDIO_SO "libaaudio.so"
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typedef struct AAUDIO_Data
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{
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void *handle;
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@ -71,6 +73,7 @@ static int AAUDIO_LoadFunctions(AAUDIO_Data *data)
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return 0;
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}
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static void AAUDIO_errorCallback(AAudioStream *stream, void *userData, aaudio_result_t error)
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{
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LOGI("SDL AAUDIO_errorCallback: %d - %s", error, ctx.AAudio_convertResultToText(error));
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@ -82,10 +85,71 @@ static void AAUDIO_errorCallback(AAudioStream *stream, void *userData, aaudio_re
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SDL_PostSemaphore(device->hidden->semaphore); // in case we're blocking in WaitDevice.
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}
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static aaudio_data_callback_result_t AAUDIO_dataCallback(AAudioStream *stream, void *userData, void *audioData, int32_t numFrames);
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// due to the way the aaudio data callback works, PlayDevice is a no-op. The callback collects audio while SDL camps in WaitDevice and
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// fires a semaphore that will unblock WaitDevice and start a new iteration, so when the callback runs again, WaitDevice is ready
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// to hand it more data.
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static aaudio_data_callback_result_t AAUDIO_dataCallback(AAudioStream *stream, void *userData, void *audioData, int32_t numFrames)
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{
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SDL_AudioDevice *device = (SDL_AudioDevice *) userData;
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SDL_assert(numFrames == device->sample_frames);
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if (device->iscapture) {
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SDL_memcpy(device->hidden->mixbuf, audioData, device->buffer_size);
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} else {
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SDL_memcpy(audioData, device->hidden->mixbuf, device->buffer_size);
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}
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SDL_PostSemaphore(device->hidden->semaphore);
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return AAUDIO_CALLBACK_RESULT_CONTINUE;
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}
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static Uint8 *AAUDIO_GetDeviceBuf(SDL_AudioDevice *device, int *bufsize)
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{
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return device->hidden->mixbuf;
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}
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#define LIB_AAUDIO_SO "libaaudio.so"
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static void AAUDIO_WaitDevice(SDL_AudioDevice *device)
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{
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SDL_WaitSemaphore(device->hidden->semaphore);
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}
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static void AAUDIO_PlayDevice(SDL_AudioDevice *device, const Uint8 *buffer, int buflen)
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{
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// AAUDIO_dataCallback picks up our work and unblocks AAUDIO_WaitDevice. But make sure we didn't fail here.
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if (SDL_AtomicGet(&device->hidden->error_callback_triggered)) {
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SDL_AtomicSet(&device->hidden->error_callback_triggered, 0);
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SDL_AudioDeviceDisconnected(device);
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}
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}
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// no need for a FlushCapture implementation, just don't read mixbuf until the next iteration.
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static int AAUDIO_CaptureFromDevice(SDL_AudioDevice *device, void *buffer, int buflen)
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{
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const int cpy = SDL_min(buflen, device->buffer_size);
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SDL_memcpy(buffer, device->hidden->mixbuf, cpy);
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return cpy;
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}
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static void AAUDIO_CloseDevice(SDL_AudioDevice *device)
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{
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struct SDL_PrivateAudioData *hidden = device->hidden;
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LOGI(__func__);
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if (hidden) {
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if (hidden->stream) {
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ctx.AAudioStream_requestStop(hidden->stream);
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// !!! FIXME: do we have to wait for the state to change to make sure all buffered audio has played, or will close do this (or will the system do this after the close)?
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// !!! FIXME: also, will this definitely wait for a running data callback to finish, and then stop the callback from firing again?
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ctx.AAudioStream_close(hidden->stream);
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}
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if (hidden->semaphore) {
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SDL_DestroySemaphore(hidden->semaphore);
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}
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SDL_free(hidden->mixbuf);
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SDL_free(hidden);
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device->hidden = NULL;
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}
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}
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static int AAUDIO_OpenDevice(SDL_AudioDevice *device)
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{
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@ -220,133 +284,6 @@ static int AAUDIO_OpenDevice(SDL_AudioDevice *device)
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return 0;
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}
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static void AAUDIO_CloseDevice(SDL_AudioDevice *device)
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{
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struct SDL_PrivateAudioData *hidden = device->hidden;
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LOGI(__func__);
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if (hidden) {
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if (hidden->stream) {
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ctx.AAudioStream_requestStop(hidden->stream);
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// !!! FIXME: do we have to wait for the state to change to make sure all buffered audio has played, or will close do this (or will the system do this after the close)?
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// !!! FIXME: also, will this definitely wait for a running data callback to finish, and then stop the callback from firing again?
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ctx.AAudioStream_close(hidden->stream);
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}
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if (hidden->semaphore) {
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SDL_DestroySemaphore(hidden->semaphore);
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}
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SDL_free(hidden->mixbuf);
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SDL_free(hidden);
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device->hidden = NULL;
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}
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}
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// due to the way the aaudio data callback works, PlayDevice is a no-op. The callback collects audio while SDL camps in WaitDevice and
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// fires a semaphore that will unblock WaitDevice and start a new iteration, so when the callback runs again, WaitDevice is ready
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// to hand it more data.
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static aaudio_data_callback_result_t AAUDIO_dataCallback(AAudioStream *stream, void *userData, void *audioData, int32_t numFrames)
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{
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SDL_AudioDevice *device = (SDL_AudioDevice *) userData;
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SDL_assert(numFrames == device->sample_frames);
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if (device->iscapture) {
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SDL_memcpy(device->hidden->mixbuf, audioData, device->buffer_size);
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} else {
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SDL_memcpy(audioData, device->hidden->mixbuf, device->buffer_size);
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}
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SDL_PostSemaphore(device->hidden->semaphore);
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return AAUDIO_CALLBACK_RESULT_CONTINUE;
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}
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static Uint8 *AAUDIO_GetDeviceBuf(SDL_AudioDevice *device, int *bufsize)
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{
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return device->hidden->mixbuf;
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}
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static void AAUDIO_WaitDevice(SDL_AudioDevice *device)
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{
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SDL_WaitSemaphore(device->hidden->semaphore);
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}
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static void AAUDIO_PlayDevice(SDL_AudioDevice *device, const Uint8 *buffer, int buflen)
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{
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// AAUDIO_dataCallback picks up our work and unblocks AAUDIO_WaitDevice. But make sure we didn't fail here.
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if (SDL_AtomicGet(&device->hidden->error_callback_triggered)) {
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SDL_AtomicSet(&device->hidden->error_callback_triggered, 0);
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SDL_AudioDeviceDisconnected(device);
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}
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}
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// no need for a FlushCapture implementation, just don't read mixbuf until the next iteration.
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static int AAUDIO_CaptureFromDevice(SDL_AudioDevice *device, void *buffer, int buflen)
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{
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const int cpy = SDL_min(buflen, device->buffer_size);
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SDL_memcpy(buffer, device->hidden->mixbuf, cpy);
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return cpy;
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}
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static void AAUDIO_Deinitialize(void)
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{
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Android_StopAudioHotplug();
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LOGI(__func__);
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if (ctx.handle) {
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SDL_UnloadObject(ctx.handle);
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}
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SDL_zero(ctx);
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LOGI("End AAUDIO %s", SDL_GetError());
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}
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static SDL_bool AAUDIO_Init(SDL_AudioDriverImpl *impl)
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{
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LOGI(__func__);
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/* AAudio was introduced in Android 8.0, but has reference counting crash issues in that release,
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* so don't use it until 8.1.
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*
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* See https://github.com/google/oboe/issues/40 for more information.
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*/
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if (SDL_GetAndroidSDKVersion() < 27) {
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return SDL_FALSE;
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}
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SDL_zero(ctx);
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ctx.handle = SDL_LoadObject(LIB_AAUDIO_SO);
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if (ctx.handle == NULL) {
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LOGI("SDL couldn't find " LIB_AAUDIO_SO);
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return SDL_FALSE;
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}
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if (AAUDIO_LoadFunctions(&ctx) < 0) {
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SDL_UnloadObject(ctx.handle);
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SDL_zero(ctx);
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return SDL_FALSE;
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}
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impl->ThreadInit = Android_AudioThreadInit;
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impl->DetectDevices = Android_StartAudioHotplug;
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impl->Deinitialize = AAUDIO_Deinitialize;
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impl->OpenDevice = AAUDIO_OpenDevice;
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impl->CloseDevice = AAUDIO_CloseDevice;
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impl->WaitDevice = AAUDIO_WaitDevice;
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impl->PlayDevice = AAUDIO_PlayDevice;
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impl->GetDeviceBuf = AAUDIO_GetDeviceBuf;
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impl->WaitCaptureDevice = AAUDIO_WaitDevice;
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impl->CaptureFromDevice = AAUDIO_CaptureFromDevice;
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impl->HasCaptureSupport = SDL_TRUE;
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LOGI("SDL AAUDIO_Init OK");
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return SDL_TRUE;
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}
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AudioBootStrap AAUDIO_bootstrap = {
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"AAudio", "AAudio audio driver", AAUDIO_Init, SDL_FALSE
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};
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static SDL_bool PauseOneDevice(SDL_AudioDevice *device, void *userdata)
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{
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struct SDL_PrivateAudioData *hidden = (struct SDL_PrivateAudioData *)device->hidden;
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@ -440,4 +377,65 @@ SDL_bool AAUDIO_DetectBrokenPlayState(void)
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return (ctx.handle && SDL_FindPhysicalAudioDeviceByCallback(DetectBrokenPlayStatePerDevice, NULL) != NULL) ? SDL_TRUE : SDL_FALSE;
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}
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static void AAUDIO_Deinitialize(void)
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{
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Android_StopAudioHotplug();
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LOGI(__func__);
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if (ctx.handle) {
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SDL_UnloadObject(ctx.handle);
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}
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SDL_zero(ctx);
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LOGI("End AAUDIO %s", SDL_GetError());
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}
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static SDL_bool AAUDIO_Init(SDL_AudioDriverImpl *impl)
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{
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LOGI(__func__);
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/* AAudio was introduced in Android 8.0, but has reference counting crash issues in that release,
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* so don't use it until 8.1.
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*
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* See https://github.com/google/oboe/issues/40 for more information.
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*/
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if (SDL_GetAndroidSDKVersion() < 27) {
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return SDL_FALSE;
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}
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SDL_zero(ctx);
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ctx.handle = SDL_LoadObject(LIB_AAUDIO_SO);
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if (ctx.handle == NULL) {
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LOGI("SDL couldn't find " LIB_AAUDIO_SO);
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return SDL_FALSE;
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}
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if (AAUDIO_LoadFunctions(&ctx) < 0) {
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SDL_UnloadObject(ctx.handle);
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SDL_zero(ctx);
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return SDL_FALSE;
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}
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impl->ThreadInit = Android_AudioThreadInit;
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impl->DetectDevices = Android_StartAudioHotplug;
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impl->Deinitialize = AAUDIO_Deinitialize;
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impl->OpenDevice = AAUDIO_OpenDevice;
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impl->CloseDevice = AAUDIO_CloseDevice;
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impl->WaitDevice = AAUDIO_WaitDevice;
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impl->PlayDevice = AAUDIO_PlayDevice;
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impl->GetDeviceBuf = AAUDIO_GetDeviceBuf;
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impl->WaitCaptureDevice = AAUDIO_WaitDevice;
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impl->CaptureFromDevice = AAUDIO_CaptureFromDevice;
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impl->HasCaptureSupport = SDL_TRUE;
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LOGI("SDL AAUDIO_Init OK");
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return SDL_TRUE;
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}
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AudioBootStrap AAUDIO_bootstrap = {
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"AAudio", "AAudio audio driver", AAUDIO_Init, SDL_FALSE
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};
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#endif // SDL_AUDIO_DRIVER_AAUDIO
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