Update SDL to 2.0.7

This commit is contained in:
Alex Szpakowski
2017-10-28 22:36:09 -03:00
parent 7d27167be2
commit 4a2fd6d703
1400 changed files with 52242 additions and 127752 deletions
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,8 +20,8 @@
*/
#include "../../SDL_internal.h"
#ifndef _SDL_coreaudio_h
#define _SDL_coreaudio_h
#ifndef SDL_coreaudio_h_
#define SDL_coreaudio_h_
#include "../SDL_sysaudio.h"
@@ -47,7 +47,7 @@ struct SDL_PrivateAudioData
{
SDL_Thread *thread;
AudioQueueRef audioQueue;
AudioQueueBufferRef audioBuffer[2];
AudioQueueBufferRef *audioBuffer;
void *buffer;
UInt32 bufferOffset;
UInt32 bufferSize;
@@ -63,5 +63,6 @@ struct SDL_PrivateAudioData
#endif
};
#endif /* _SDL_coreaudio_h */
#endif /* SDL_coreaudio_h_ */
/* vi: set ts=4 sw=4 expandtab: */
+75 -33
View File
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,6 +25,7 @@
/* !!! FIXME: clean out some of the macro salsa in here. */
#include "SDL_audio.h"
#include "SDL_hints.h"
#include "../SDL_audio_c.h"
#include "../SDL_sysaudio.h"
#include "SDL_coreaudio.h"
@@ -285,9 +286,9 @@ static void interruption_begin(_THIS)
static void interruption_end(_THIS)
{
if (this != NULL && this->hidden != NULL && this->hidden->audioQueue != NULL
&& this->hidden->interrupted) {
&& this->hidden->interrupted
&& AudioQueueStart(this->hidden->audioQueue, NULL) == AVAudioSessionErrorCodeNone) {
this->hidden->interrupted = SDL_FALSE;
AudioQueueStart(this->hidden->audioQueue, NULL);
}
}
@@ -325,7 +326,8 @@ static BOOL update_audio_session(_THIS, SDL_bool open)
@autoreleasepool {
AVAudioSession *session = [AVAudioSession sharedInstance];
NSNotificationCenter *center = [NSNotificationCenter defaultCenter];
NSString *category;
/* Set category to ambient by default so that other music continues playing. */
NSString *category = AVAudioSessionCategoryAmbient;
NSError *err = nil;
if (open_playback_devices && open_capture_devices) {
@@ -333,10 +335,17 @@ static BOOL update_audio_session(_THIS, SDL_bool open)
} else if (open_capture_devices) {
category = AVAudioSessionCategoryRecord;
} else {
/* Set category to ambient so that other music continues playing.
You can change this at runtime in your own code if you need different
behavior. If this is common, we can add an SDL hint for this. */
category = AVAudioSessionCategoryAmbient;
const char *hint = SDL_GetHint(SDL_HINT_AUDIO_CATEGORY);
if (hint) {
if (SDL_strcasecmp(hint, "AVAudioSessionCategoryAmbient") == 0) {
category = AVAudioSessionCategoryAmbient;
} else if (SDL_strcasecmp(hint, "AVAudioSessionCategorySoloAmbient") == 0) {
category = AVAudioSessionCategorySoloAmbient;
} else if (SDL_strcasecmp(hint, "AVAudioSessionCategoryPlayback") == 0 ||
SDL_strcasecmp(hint, "playback") == 0) {
category = AVAudioSessionCategoryPlayback;
}
}
}
if (![session setCategory:category error:&err]) {
@@ -400,8 +409,12 @@ static void
outputCallback(void *inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer)
{
SDL_AudioDevice *this = (SDL_AudioDevice *) inUserData;
if (SDL_AtomicGet(&this->hidden->shutdown)) {
return; /* don't do anything. */
}
if (!SDL_AtomicGet(&this->enabled) || SDL_AtomicGet(&this->paused)) {
/* Supply silence if audio is enabled and not paused */
/* Supply silence if audio is not enabled or paused */
SDL_memset(inBuffer->mAudioData, this->spec.silence, inBuffer->mAudioDataBytesCapacity);
} else {
UInt32 remaining = inBuffer->mAudioDataBytesCapacity;
@@ -412,7 +425,7 @@ outputCallback(void *inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffe
if (this->hidden->bufferOffset >= this->hidden->bufferSize) {
/* Generate the data */
SDL_LockMutex(this->mixer_lock);
(*this->spec.callback)(this->spec.userdata,
(*this->callbackspec.callback)(this->callbackspec.userdata,
this->hidden->buffer, this->hidden->bufferSize);
SDL_UnlockMutex(this->mixer_lock);
this->hidden->bufferOffset = 0;
@@ -430,9 +443,7 @@ outputCallback(void *inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffe
}
}
if (!SDL_AtomicGet(&this->hidden->shutdown)) {
AudioQueueEnqueueBuffer(this->hidden->audioQueue, inBuffer, 0, NULL);
}
AudioQueueEnqueueBuffer(this->hidden->audioQueue, inBuffer, 0, NULL);
inBuffer->mAudioDataByteSize = inBuffer->mAudioDataBytesCapacity;
}
@@ -443,7 +454,13 @@ inputCallback(void *inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer
const AudioStreamPacketDescription *inPacketDescs )
{
SDL_AudioDevice *this = (SDL_AudioDevice *) inUserData;
if (SDL_AtomicGet(&this->enabled) && !SDL_AtomicGet(&this->paused)) { /* ignore unless we're active. */
if (SDL_AtomicGet(&this->shutdown)) {
return; /* don't do anything. */
}
/* ignore unless we're active. */
if (!SDL_AtomicGet(&this->paused) && SDL_AtomicGet(&this->enabled) && !SDL_AtomicGet(&this->paused)) {
const Uint8 *ptr = (const Uint8 *) inBuffer->mAudioData;
UInt32 remaining = inBuffer->mAudioDataByteSize;
while (remaining > 0) {
@@ -459,16 +476,14 @@ inputCallback(void *inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer
if (this->hidden->bufferOffset >= this->hidden->bufferSize) {
SDL_LockMutex(this->mixer_lock);
(*this->spec.callback)(this->spec.userdata, this->hidden->buffer, this->hidden->bufferSize);
(*this->callbackspec.callback)(this->callbackspec.userdata, this->hidden->buffer, this->hidden->bufferSize);
SDL_UnlockMutex(this->mixer_lock);
this->hidden->bufferOffset = 0;
}
}
}
if (!SDL_AtomicGet(&this->hidden->shutdown)) {
AudioQueueEnqueueBuffer(this->hidden->audioQueue, inBuffer, 0, NULL);
}
AudioQueueEnqueueBuffer(this->hidden->audioQueue, inBuffer, 0, NULL);
}
@@ -514,7 +529,6 @@ static void
COREAUDIO_CloseDevice(_THIS)
{
const SDL_bool iscapture = this->iscapture;
int i;
/* !!! FIXME: what does iOS do when a bluetooth audio device vanishes? Headphones unplugged? */
/* !!! FIXME: (we only do a "default" device on iOS right now...can we do more?) */
@@ -527,24 +541,24 @@ COREAUDIO_CloseDevice(_THIS)
update_audio_session(this, SDL_FALSE);
#endif
/* if callback fires again, feed silence; don't call into the app. */
SDL_AtomicSet(&this->paused, 1);
if (this->hidden->audioQueue) {
AudioQueueDispose(this->hidden->audioQueue, 1);
}
if (this->hidden->thread) {
SDL_AtomicSet(&this->hidden->shutdown, 1);
SDL_WaitThread(this->hidden->thread, NULL);
}
if (this->hidden->audioQueue) {
for (i = 0; i < SDL_arraysize(this->hidden->audioBuffer); i++) {
if (this->hidden->audioBuffer[i]) {
AudioQueueFreeBuffer(this->hidden->audioQueue, this->hidden->audioBuffer[i]);
}
}
AudioQueueDispose(this->hidden->audioQueue, 1);
}
if (this->hidden->ready_semaphore) {
SDL_DestroySemaphore(this->hidden->ready_semaphore);
}
/* AudioQueueDispose() frees the actual buffer objects. */
SDL_free(this->hidden->audioBuffer);
SDL_free(this->hidden->thread_error);
SDL_free(this->hidden->buffer);
SDL_free(this->hidden);
@@ -663,7 +677,31 @@ prepare_audioqueue(_THIS)
return 0;
}
for (i = 0; i < SDL_arraysize(this->hidden->audioBuffer); i++) {
/* Make sure we can feed the device a minimum amount of time */
double MINIMUM_AUDIO_BUFFER_TIME_MS = 15.0;
#if defined(__IPHONEOS__)
if (floor(NSFoundationVersionNumber) <= NSFoundationVersionNumber_iOS_7_1) {
/* Older iOS hardware, use 40 ms as a minimum time */
MINIMUM_AUDIO_BUFFER_TIME_MS = 40.0;
}
#endif
const double msecs = (this->spec.samples / ((double) this->spec.freq)) * 1000.0;
int numAudioBuffers = 2;
if (msecs < MINIMUM_AUDIO_BUFFER_TIME_MS) { /* use more buffers if we have a VERY small sample set. */
numAudioBuffers = ((int)SDL_ceil(MINIMUM_AUDIO_BUFFER_TIME_MS / msecs) * 2);
}
this->hidden->audioBuffer = SDL_calloc(1, sizeof (AudioQueueBufferRef) * numAudioBuffers);
if (this->hidden->audioBuffer == NULL) {
SDL_OutOfMemory();
return 0;
}
#if DEBUG_COREAUDIO
printf("COREAUDIO: numAudioBuffers == %d\n", numAudioBuffers);
#endif
for (i = 0; i < numAudioBuffers; i++) {
result = AudioQueueAllocateBuffer(this->hidden->audioQueue, this->spec.size, &this->hidden->audioBuffer[i]);
CHECK_RESULT("AudioQueueAllocateBuffer");
SDL_memset(this->hidden->audioBuffer[i]->mAudioData, this->spec.silence, this->hidden->audioBuffer[i]->mAudioDataBytesCapacity);
@@ -696,10 +734,7 @@ audioqueue_thread(void *arg)
CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0.10, 1);
}
if (this->iscapture) { /* just stop immediately for capture devices. */
AudioQueueStop(this->hidden->audioQueue, 1);
} else { /* Drain off any pending playback. */
AudioQueueStop(this->hidden->audioQueue, 0);
if (!this->iscapture) { /* Drain off any pending playback. */
const CFTimeInterval secs = (((this->spec.size / (SDL_AUDIO_BITSIZE(this->spec.format) / 8)) / this->spec.channels) / ((CFTimeInterval) this->spec.freq)) * 2.0;
CFRunLoopRunInMode(kCFRunLoopDefaultMode, secs, 0);
}
@@ -734,6 +769,13 @@ COREAUDIO_OpenDevice(_THIS, void *handle, const char *devname, int iscapture)
if (!update_audio_session(this, SDL_TRUE)) {
return -1;
}
/* Stop CoreAudio from doing expensive audio rate conversion */
@autoreleasepool {
AVAudioSession* session = [AVAudioSession sharedInstance];
[session setPreferredSampleRate:this->spec.freq error:nil];
this->spec.freq = (int)session.sampleRate;
}
#endif
/* Setup a AudioStreamBasicDescription with the requested format */