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audio: Try to keep callbacks firing at normal pace when device is lost.

Ryan C. Gordon hace 9 años
padre
commit
3b9e4d0a6c
Se han modificado 1 ficheros con 18 adiciones y 15 borrados
  1. 18 15
      src/audio/SDL_audio.c

+ 18 - 15
src/audio/SDL_audio.c

@@ -688,13 +688,12 @@ SDL_RunAudio(void *devicep)
 
 
             while (SDL_AudioStreamAvailable(device->stream) >= ((int) device->spec.size)) {
             while (SDL_AudioStreamAvailable(device->stream) >= ((int) device->spec.size)) {
                 data = SDL_AtomicGet(&device->enabled) ? current_audio.impl.GetDeviceBuf(device) : NULL;
                 data = SDL_AtomicGet(&device->enabled) ? current_audio.impl.GetDeviceBuf(device) : NULL;
-                if (data == NULL) {
-                    SDL_AudioStreamClear(device->stream);
-                    SDL_Delay(delay);
-                    break;
+                const int got = SDL_AudioStreamGet(device->stream, data ? data : device->work_buffer, device->spec.size);
+                SDL_assert((got < 0) || (got == device->spec.size));
+
+                if (data == NULL) {  /* device is having issues... */
+                    SDL_Delay(delay);  /* wait for as long as this buffer would have played. Maybe device recovers later? */
                 } else {
                 } else {
-                    const int got = SDL_AudioStreamGet(device->stream, data, device->spec.size);
-                    SDL_assert((got < 0) || (got == device->spec.size));
                     if (got != device->spec.size) {
                     if (got != device->spec.size) {
                         SDL_memset(data, device->spec.silence, device->spec.size);
                         SDL_memset(data, device->spec.silence, device->spec.size);
                     }
                     }
@@ -770,15 +769,19 @@ SDL_CaptureAudio(void *devicep)
            and block when there isn't data so this thread isn't eating CPU.
            and block when there isn't data so this thread isn't eating CPU.
            But we don't process it further or call the app's callback. */
            But we don't process it further or call the app's callback. */
 
 
-        while (SDL_AtomicGet(&device->enabled) && (still_need > 0)) {
-            const int rc = current_audio.impl.CaptureFromDevice(device, ptr, still_need);
-            SDL_assert(rc <= still_need);  /* device should not overflow buffer. :) */
-            if (rc > 0) {
-                still_need -= rc;
-                ptr += rc;
-            } else {  /* uhoh, device failed for some reason! */
-                SDL_OpenedAudioDeviceDisconnected(device);
-                break;
+        if (!SDL_AtomicGet(&device->enabled)) {
+            SDL_Delay(delay);  /* try to keep callback firing at normal pace. */
+        } else {
+            while (still_need > 0) {
+                const int rc = current_audio.impl.CaptureFromDevice(device, ptr, still_need);
+                SDL_assert(rc <= still_need);  /* device should not overflow buffer. :) */
+                if (rc > 0) {
+                    still_need -= rc;
+                    ptr += rc;
+                } else {  /* uhoh, device failed for some reason! */
+                    SDL_OpenedAudioDeviceDisconnected(device);
+                    break;
+                }
             }
             }
         }
         }