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Diffstat (limited to 'source/3rd-party/SDL2/src/audio/SDL_audio.c')
-rw-r--r--source/3rd-party/SDL2/src/audio/SDL_audio.c1690
1 files changed, 1690 insertions, 0 deletions
diff --git a/source/3rd-party/SDL2/src/audio/SDL_audio.c b/source/3rd-party/SDL2/src/audio/SDL_audio.c
new file mode 100644
index 0000000..f4999f1
--- /dev/null
+++ b/source/3rd-party/SDL2/src/audio/SDL_audio.c
@@ -0,0 +1,1690 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2018 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
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+#include "../SDL_internal.h"
+
+/* Allow access to a raw mixing buffer */
+
+#include "SDL.h"
+#include "SDL_audio.h"
+#include "SDL_audio_c.h"
+#include "SDL_sysaudio.h"
+#include "../thread/SDL_systhread.h"
+
+#define _THIS SDL_AudioDevice *_this
+
+static SDL_AudioDriver current_audio;
+static SDL_AudioDevice *open_devices[16];
+
+/* Available audio drivers */
+static const AudioBootStrap *const bootstrap[] = {
+#if SDL_AUDIO_DRIVER_PULSEAUDIO
+ &PULSEAUDIO_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_ALSA
+ &ALSA_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_SNDIO
+ &SNDIO_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_NETBSD
+ &NETBSDAUDIO_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_OSS
+ &DSP_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_QSA
+ &QSAAUDIO_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_SUNAUDIO
+ &SUNAUDIO_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_ARTS
+ &ARTS_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_ESD
+ &ESD_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_NACL
+ &NACLAUDIO_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_NAS
+ &NAS_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_WASAPI
+ &WASAPI_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_DSOUND
+ &DSOUND_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_WINMM
+ &WINMM_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_PAUDIO
+ &PAUDIO_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_HAIKU
+ &HAIKUAUDIO_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_COREAUDIO
+ &COREAUDIO_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_FUSIONSOUND
+ &FUSIONSOUND_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_ANDROID
+ &ANDROIDAUDIO_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_PSP
+ &PSPAUDIO_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_EMSCRIPTEN
+ &EMSCRIPTENAUDIO_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_JACK
+ &JACK_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_DISK
+ &DISKAUDIO_bootstrap,
+#endif
+#if SDL_AUDIO_DRIVER_DUMMY
+ &DUMMYAUDIO_bootstrap,
+#endif
+ NULL
+};
+
+
+#ifdef HAVE_LIBSAMPLERATE_H
+#ifdef SDL_LIBSAMPLERATE_DYNAMIC
+static void *SRC_lib = NULL;
+#endif
+SDL_bool SRC_available = SDL_FALSE;
+int SRC_converter = 0;
+SRC_STATE* (*SRC_src_new)(int converter_type, int channels, int *error) = NULL;
+int (*SRC_src_process)(SRC_STATE *state, SRC_DATA *data) = NULL;
+int (*SRC_src_reset)(SRC_STATE *state) = NULL;
+SRC_STATE* (*SRC_src_delete)(SRC_STATE *state) = NULL;
+const char* (*SRC_src_strerror)(int error) = NULL;
+
+static SDL_bool
+LoadLibSampleRate(void)
+{
+ const char *hint = SDL_GetHint(SDL_HINT_AUDIO_RESAMPLING_MODE);
+
+ SRC_available = SDL_FALSE;
+ SRC_converter = 0;
+
+ if (!hint || *hint == '0' || SDL_strcasecmp(hint, "default") == 0) {
+ return SDL_FALSE; /* don't load anything. */
+ } else if (*hint == '1' || SDL_strcasecmp(hint, "fast") == 0) {
+ SRC_converter = SRC_SINC_FASTEST;
+ } else if (*hint == '2' || SDL_strcasecmp(hint, "medium") == 0) {
+ SRC_converter = SRC_SINC_MEDIUM_QUALITY;
+ } else if (*hint == '3' || SDL_strcasecmp(hint, "best") == 0) {
+ SRC_converter = SRC_SINC_BEST_QUALITY;
+ } else {
+ return SDL_FALSE; /* treat it like "default", don't load anything. */
+ }
+
+#ifdef SDL_LIBSAMPLERATE_DYNAMIC
+ SDL_assert(SRC_lib == NULL);
+ SRC_lib = SDL_LoadObject(SDL_LIBSAMPLERATE_DYNAMIC);
+ if (!SRC_lib) {
+ SDL_ClearError();
+ return SDL_FALSE;
+ }
+
+ SRC_src_new = (SRC_STATE* (*)(int converter_type, int channels, int *error))SDL_LoadFunction(SRC_lib, "src_new");
+ SRC_src_process = (int (*)(SRC_STATE *state, SRC_DATA *data))SDL_LoadFunction(SRC_lib, "src_process");
+ SRC_src_reset = (int(*)(SRC_STATE *state))SDL_LoadFunction(SRC_lib, "src_reset");
+ SRC_src_delete = (SRC_STATE* (*)(SRC_STATE *state))SDL_LoadFunction(SRC_lib, "src_delete");
+ SRC_src_strerror = (const char* (*)(int error))SDL_LoadFunction(SRC_lib, "src_strerror");
+
+ if (!SRC_src_new || !SRC_src_process || !SRC_src_reset || !SRC_src_delete || !SRC_src_strerror) {
+ SDL_UnloadObject(SRC_lib);
+ SRC_lib = NULL;
+ return SDL_FALSE;
+ }
+#else
+ SRC_src_new = src_new;
+ SRC_src_process = src_process;
+ SRC_src_reset = src_reset;
+ SRC_src_delete = src_delete;
+ SRC_src_strerror = src_strerror;
+#endif
+
+ SRC_available = SDL_TRUE;
+ return SDL_TRUE;
+}
+
+static void
+UnloadLibSampleRate(void)
+{
+#ifdef SDL_LIBSAMPLERATE_DYNAMIC
+ if (SRC_lib != NULL) {
+ SDL_UnloadObject(SRC_lib);
+ }
+ SRC_lib = NULL;
+#endif
+
+ SRC_available = SDL_FALSE;
+ SRC_src_new = NULL;
+ SRC_src_process = NULL;
+ SRC_src_reset = NULL;
+ SRC_src_delete = NULL;
+ SRC_src_strerror = NULL;
+}
+#endif
+
+static SDL_AudioDevice *
+get_audio_device(SDL_AudioDeviceID id)
+{
+ id--;
+ if ((id >= SDL_arraysize(open_devices)) || (open_devices[id] == NULL)) {
+ SDL_SetError("Invalid audio device ID");
+ return NULL;
+ }
+
+ return open_devices[id];
+}
+
+
+/* stubs for audio drivers that don't need a specific entry point... */
+static void
+SDL_AudioDetectDevices_Default(void)
+{
+ /* you have to write your own implementation if these assertions fail. */
+ SDL_assert(current_audio.impl.OnlyHasDefaultOutputDevice);
+ SDL_assert(current_audio.impl.OnlyHasDefaultCaptureDevice || !current_audio.impl.HasCaptureSupport);
+
+ SDL_AddAudioDevice(SDL_FALSE, DEFAULT_OUTPUT_DEVNAME, (void *) ((size_t) 0x1));
+ if (current_audio.impl.HasCaptureSupport) {
+ SDL_AddAudioDevice(SDL_TRUE, DEFAULT_INPUT_DEVNAME, (void *) ((size_t) 0x2));
+ }
+}
+
+static void
+SDL_AudioThreadInit_Default(_THIS)
+{ /* no-op. */
+}
+
+static void
+SDL_AudioThreadDeinit_Default(_THIS)
+{ /* no-op. */
+}
+
+static void
+SDL_AudioBeginLoopIteration_Default(_THIS)
+{ /* no-op. */
+}
+
+static void
+SDL_AudioWaitDevice_Default(_THIS)
+{ /* no-op. */
+}
+
+static void
+SDL_AudioPlayDevice_Default(_THIS)
+{ /* no-op. */
+}
+
+static int
+SDL_AudioGetPendingBytes_Default(_THIS)
+{
+ return 0;
+}
+
+static Uint8 *
+SDL_AudioGetDeviceBuf_Default(_THIS)
+{
+ return NULL;
+}
+
+static int
+SDL_AudioCaptureFromDevice_Default(_THIS, void *buffer, int buflen)
+{
+ return -1; /* just fail immediately. */
+}
+
+static void
+SDL_AudioFlushCapture_Default(_THIS)
+{ /* no-op. */
+}
+
+static void
+SDL_AudioPrepareToClose_Default(_THIS)
+{ /* no-op. */
+}
+
+static void
+SDL_AudioCloseDevice_Default(_THIS)
+{ /* no-op. */
+}
+
+static void
+SDL_AudioDeinitialize_Default(void)
+{ /* no-op. */
+}
+
+static void
+SDL_AudioFreeDeviceHandle_Default(void *handle)
+{ /* no-op. */
+}
+
+
+static int
+SDL_AudioOpenDevice_Default(_THIS, void *handle, const char *devname, int iscapture)
+{
+ return SDL_Unsupported();
+}
+
+static SDL_INLINE SDL_bool
+is_in_audio_device_thread(SDL_AudioDevice * device)
+{
+ /* The device thread locks the same mutex, but not through the public API.
+ This check is in case the application, in the audio callback,
+ tries to lock the thread that we've already locked from the
+ device thread...just in case we only have non-recursive mutexes. */
+ if (device->thread && (SDL_ThreadID() == device->threadid)) {
+ return SDL_TRUE;
+ }
+
+ return SDL_FALSE;
+}
+
+static void
+SDL_AudioLockDevice_Default(SDL_AudioDevice * device)
+{
+ if (!is_in_audio_device_thread(device)) {
+ SDL_LockMutex(device->mixer_lock);
+ }
+}
+
+static void
+SDL_AudioUnlockDevice_Default(SDL_AudioDevice * device)
+{
+ if (!is_in_audio_device_thread(device)) {
+ SDL_UnlockMutex(device->mixer_lock);
+ }
+}
+
+static void
+SDL_AudioLockOrUnlockDeviceWithNoMixerLock(SDL_AudioDevice * device)
+{
+}
+
+static void
+finish_audio_entry_points_init(void)
+{
+ /*
+ * Fill in stub functions for unused driver entry points. This lets us
+ * blindly call them without having to check for validity first.
+ */
+
+ if (current_audio.impl.SkipMixerLock) {
+ if (current_audio.impl.LockDevice == NULL) {
+ current_audio.impl.LockDevice = SDL_AudioLockOrUnlockDeviceWithNoMixerLock;
+ }
+ if (current_audio.impl.UnlockDevice == NULL) {
+ current_audio.impl.UnlockDevice = SDL_AudioLockOrUnlockDeviceWithNoMixerLock;
+ }
+ }
+
+#define FILL_STUB(x) \
+ if (current_audio.impl.x == NULL) { \
+ current_audio.impl.x = SDL_Audio##x##_Default; \
+ }
+ FILL_STUB(DetectDevices);
+ FILL_STUB(OpenDevice);
+ FILL_STUB(ThreadInit);
+ FILL_STUB(ThreadDeinit);
+ FILL_STUB(BeginLoopIteration);
+ FILL_STUB(WaitDevice);
+ FILL_STUB(PlayDevice);
+ FILL_STUB(GetPendingBytes);
+ FILL_STUB(GetDeviceBuf);
+ FILL_STUB(CaptureFromDevice);
+ FILL_STUB(FlushCapture);
+ FILL_STUB(PrepareToClose);
+ FILL_STUB(CloseDevice);
+ FILL_STUB(LockDevice);
+ FILL_STUB(UnlockDevice);
+ FILL_STUB(FreeDeviceHandle);
+ FILL_STUB(Deinitialize);
+#undef FILL_STUB
+}
+
+
+/* device hotplug support... */
+
+static int
+add_audio_device(const char *name, void *handle, SDL_AudioDeviceItem **devices, int *devCount)
+{
+ int retval = -1;
+ SDL_AudioDeviceItem *item;
+ const SDL_AudioDeviceItem *i;
+ int dupenum = 0;
+
+ SDL_assert(handle != NULL); /* we reserve NULL, audio backends can't use it. */
+ SDL_assert(name != NULL);
+
+ item = (SDL_AudioDeviceItem *) SDL_malloc(sizeof (SDL_AudioDeviceItem));
+ if (!item) {
+ return SDL_OutOfMemory();
+ }
+
+ item->original_name = SDL_strdup(name);
+ if (!item->original_name) {
+ SDL_free(item);
+ return SDL_OutOfMemory();
+ }
+
+ item->dupenum = 0;
+ item->name = item->original_name;
+ item->handle = handle;
+
+ SDL_LockMutex(current_audio.detectionLock);
+
+ for (i = *devices; i != NULL; i = i->next) {
+ if (SDL_strcmp(name, i->original_name) == 0) {
+ dupenum = i->dupenum + 1;
+ break; /* stop at the highest-numbered dupe. */
+ }
+ }
+
+ if (dupenum) {
+ const size_t len = SDL_strlen(name) + 16;
+ char *replacement = (char *) SDL_malloc(len);
+ if (!replacement) {
+ SDL_UnlockMutex(current_audio.detectionLock);
+ SDL_free(item->original_name);
+ SDL_free(item);
+ SDL_OutOfMemory();
+ return -1;
+ }
+
+ SDL_snprintf(replacement, len, "%s (%d)", name, dupenum + 1);
+ item->dupenum = dupenum;
+ item->name = replacement;
+ }
+
+ item->next = *devices;
+ *devices = item;
+ retval = (*devCount)++; /* !!! FIXME: this should be an atomic increment */
+
+ SDL_UnlockMutex(current_audio.detectionLock);
+
+ return retval;
+}
+
+static SDL_INLINE int
+add_capture_device(const char *name, void *handle)
+{
+ SDL_assert(current_audio.impl.HasCaptureSupport);
+ return add_audio_device(name, handle, &current_audio.inputDevices, &current_audio.inputDeviceCount);
+}
+
+static SDL_INLINE int
+add_output_device(const char *name, void *handle)
+{
+ return add_audio_device(name, handle, &current_audio.outputDevices, &current_audio.outputDeviceCount);
+}
+
+static void
+free_device_list(SDL_AudioDeviceItem **devices, int *devCount)
+{
+ SDL_AudioDeviceItem *item, *next;
+ for (item = *devices; item != NULL; item = next) {
+ next = item->next;
+ if (item->handle != NULL) {
+ current_audio.impl.FreeDeviceHandle(item->handle);
+ }
+ /* these two pointers are the same if not a duplicate devname */
+ if (item->name != item->original_name) {
+ SDL_free(item->name);
+ }
+ SDL_free(item->original_name);
+ SDL_free(item);
+ }
+ *devices = NULL;
+ *devCount = 0;
+}
+
+
+/* The audio backends call this when a new device is plugged in. */
+void
+SDL_AddAudioDevice(const int iscapture, const char *name, void *handle)
+{
+ const int device_index = iscapture ? add_capture_device(name, handle) : add_output_device(name, handle);
+ if (device_index != -1) {
+ /* Post the event, if desired */
+ if (SDL_GetEventState(SDL_AUDIODEVICEADDED) == SDL_ENABLE) {
+ SDL_Event event;
+ SDL_zero(event);
+ event.adevice.type = SDL_AUDIODEVICEADDED;
+ event.adevice.which = device_index;
+ event.adevice.iscapture = iscapture;
+ SDL_PushEvent(&event);
+ }
+ }
+}
+
+/* The audio backends call this when a currently-opened device is lost. */
+void SDL_OpenedAudioDeviceDisconnected(SDL_AudioDevice *device)
+{
+ SDL_assert(get_audio_device(device->id) == device);
+
+ if (!SDL_AtomicGet(&device->enabled)) {
+ return; /* don't report disconnects more than once. */
+ }
+
+ if (SDL_AtomicGet(&device->shutdown)) {
+ return; /* don't report disconnect if we're trying to close device. */
+ }
+
+ /* Ends the audio callback and mark the device as STOPPED, but the
+ app still needs to close the device to free resources. */
+ current_audio.impl.LockDevice(device);
+ SDL_AtomicSet(&device->enabled, 0);
+ current_audio.impl.UnlockDevice(device);
+
+ /* Post the event, if desired */
+ if (SDL_GetEventState(SDL_AUDIODEVICEREMOVED) == SDL_ENABLE) {
+ SDL_Event event;
+ SDL_zero(event);
+ event.adevice.type = SDL_AUDIODEVICEREMOVED;
+ event.adevice.which = device->id;
+ event.adevice.iscapture = device->iscapture ? 1 : 0;
+ SDL_PushEvent(&event);
+ }
+}
+
+static void
+mark_device_removed(void *handle, SDL_AudioDeviceItem *devices, SDL_bool *removedFlag)
+{
+ SDL_AudioDeviceItem *item;
+ SDL_assert(handle != NULL);
+ for (item = devices; item != NULL; item = item->next) {
+ if (item->handle == handle) {
+ item->handle = NULL;
+ *removedFlag = SDL_TRUE;
+ return;
+ }
+ }
+}
+
+/* The audio backends call this when a device is removed from the system. */
+void
+SDL_RemoveAudioDevice(const int iscapture, void *handle)
+{
+ int device_index;
+ SDL_AudioDevice *device = NULL;
+
+ SDL_LockMutex(current_audio.detectionLock);
+ if (iscapture) {
+ mark_device_removed(handle, current_audio.inputDevices, &current_audio.captureDevicesRemoved);
+ } else {
+ mark_device_removed(handle, current_audio.outputDevices, &current_audio.outputDevicesRemoved);
+ }
+ for (device_index = 0; device_index < SDL_arraysize(open_devices); device_index++)
+ {
+ device = open_devices[device_index];
+ if (device != NULL && device->handle == handle)
+ {
+ SDL_OpenedAudioDeviceDisconnected(device);
+ break;
+ }
+ }
+ SDL_UnlockMutex(current_audio.detectionLock);
+
+ current_audio.impl.FreeDeviceHandle(handle);
+}
+
+
+
+/* buffer queueing support... */
+
+static void SDLCALL
+SDL_BufferQueueDrainCallback(void *userdata, Uint8 *stream, int len)
+{
+ /* this function always holds the mixer lock before being called. */
+ SDL_AudioDevice *device = (SDL_AudioDevice *) userdata;
+ size_t dequeued;
+
+ SDL_assert(device != NULL); /* this shouldn't ever happen, right?! */
+ SDL_assert(!device->iscapture); /* this shouldn't ever happen, right?! */
+ SDL_assert(len >= 0); /* this shouldn't ever happen, right?! */
+
+ dequeued = SDL_ReadFromDataQueue(device->buffer_queue, stream, len);
+ stream += dequeued;
+ len -= (int) dequeued;
+
+ if (len > 0) { /* fill any remaining space in the stream with silence. */
+ SDL_assert(SDL_CountDataQueue(device->buffer_queue) == 0);
+ SDL_memset(stream, device->spec.silence, len);
+ }
+}
+
+static void SDLCALL
+SDL_BufferQueueFillCallback(void *userdata, Uint8 *stream, int len)
+{
+ /* this function always holds the mixer lock before being called. */
+ SDL_AudioDevice *device = (SDL_AudioDevice *) userdata;
+
+ SDL_assert(device != NULL); /* this shouldn't ever happen, right?! */
+ SDL_assert(device->iscapture); /* this shouldn't ever happen, right?! */
+ SDL_assert(len >= 0); /* this shouldn't ever happen, right?! */
+
+ /* note that if this needs to allocate more space and run out of memory,
+ we have no choice but to quietly drop the data and hope it works out
+ later, but you probably have bigger problems in this case anyhow. */
+ SDL_WriteToDataQueue(device->buffer_queue, stream, len);
+}
+
+int
+SDL_QueueAudio(SDL_AudioDeviceID devid, const void *data, Uint32 len)
+{
+ SDL_AudioDevice *device = get_audio_device(devid);
+ int rc = 0;
+
+ if (!device) {
+ return -1; /* get_audio_device() will have set the error state */
+ } else if (device->iscapture) {
+ return SDL_SetError("This is a capture device, queueing not allowed");
+ } else if (device->callbackspec.callback != SDL_BufferQueueDrainCallback) {
+ return SDL_SetError("Audio device has a callback, queueing not allowed");
+ }
+
+ if (len > 0) {
+ current_audio.impl.LockDevice(device);
+ rc = SDL_WriteToDataQueue(device->buffer_queue, data, len);
+ current_audio.impl.UnlockDevice(device);
+ }
+
+ return rc;
+}
+
+Uint32
+SDL_DequeueAudio(SDL_AudioDeviceID devid, void *data, Uint32 len)
+{
+ SDL_AudioDevice *device = get_audio_device(devid);
+ Uint32 rc;
+
+ if ( (len == 0) || /* nothing to do? */
+ (!device) || /* called with bogus device id */
+ (!device->iscapture) || /* playback devices can't dequeue */
+ (device->callbackspec.callback != SDL_BufferQueueFillCallback) ) { /* not set for queueing */
+ return 0; /* just report zero bytes dequeued. */
+ }
+
+ current_audio.impl.LockDevice(device);
+ rc = (Uint32) SDL_ReadFromDataQueue(device->buffer_queue, data, len);
+ current_audio.impl.UnlockDevice(device);
+ return rc;
+}
+
+Uint32
+SDL_GetQueuedAudioSize(SDL_AudioDeviceID devid)
+{
+ Uint32 retval = 0;
+ SDL_AudioDevice *device = get_audio_device(devid);
+
+ if (!device) {
+ return 0;
+ }
+
+ /* Nothing to do unless we're set up for queueing. */
+ if (device->callbackspec.callback == SDL_BufferQueueDrainCallback) {
+ current_audio.impl.LockDevice(device);
+ retval = ((Uint32) SDL_CountDataQueue(device->buffer_queue)) + current_audio.impl.GetPendingBytes(device);
+ current_audio.impl.UnlockDevice(device);
+ } else if (device->callbackspec.callback == SDL_BufferQueueFillCallback) {
+ current_audio.impl.LockDevice(device);
+ retval = (Uint32) SDL_CountDataQueue(device->buffer_queue);
+ current_audio.impl.UnlockDevice(device);
+ }
+
+ return retval;
+}
+
+void
+SDL_ClearQueuedAudio(SDL_AudioDeviceID devid)
+{
+ SDL_AudioDevice *device = get_audio_device(devid);
+
+ if (!device) {
+ return; /* nothing to do. */
+ }
+
+ /* Blank out the device and release the mutex. Free it afterwards. */
+ current_audio.impl.LockDevice(device);
+
+ /* Keep up to two packets in the pool to reduce future malloc pressure. */
+ SDL_ClearDataQueue(device->buffer_queue, SDL_AUDIOBUFFERQUEUE_PACKETLEN * 2);
+
+ current_audio.impl.UnlockDevice(device);
+}
+
+
+/* The general mixing thread function */
+static int SDLCALL
+SDL_RunAudio(void *devicep)
+{
+ SDL_AudioDevice *device = (SDL_AudioDevice *) devicep;
+ void *udata = device->callbackspec.userdata;
+ SDL_AudioCallback callback = device->callbackspec.callback;
+ int data_len = 0;
+ Uint8 *data;
+
+ SDL_assert(!device->iscapture);
+
+ /* The audio mixing is always a high priority thread */
+ SDL_SetThreadPriority(SDL_THREAD_PRIORITY_TIME_CRITICAL);
+
+ /* Perform any thread setup */
+ device->threadid = SDL_ThreadID();
+ current_audio.impl.ThreadInit(device);
+
+ /* Loop, filling the audio buffers */
+ while (!SDL_AtomicGet(&device->shutdown)) {
+ current_audio.impl.BeginLoopIteration(device);
+ data_len = device->callbackspec.size;
+
+ /* Fill the current buffer with sound */
+ if (!device->stream && SDL_AtomicGet(&device->enabled)) {
+ SDL_assert(data_len == device->spec.size);
+ data = current_audio.impl.GetDeviceBuf(device);
+ } else {
+ /* if the device isn't enabled, we still write to the
+ work_buffer, so the app's callback will fire with
+ a regular frequency, in case they depend on that
+ for timing or progress. They can use hotplug
+ now to know if the device failed.
+ Streaming playback uses work_buffer, too. */
+ data = NULL;
+ }
+
+ if (data == NULL) {
+ data = device->work_buffer;
+ }
+
+ /* !!! FIXME: this should be LockDevice. */
+ SDL_LockMutex(device->mixer_lock);
+ if (SDL_AtomicGet(&device->paused)) {
+ SDL_memset(data, device->spec.silence, data_len);
+ } else {
+ callback(udata, data, data_len);
+ }
+ SDL_UnlockMutex(device->mixer_lock);
+
+ if (device->stream) {
+ /* Stream available audio to device, converting/resampling. */
+ /* if this fails...oh well. We'll play silence here. */
+ SDL_AudioStreamPut(device->stream, data, data_len);
+
+ while (SDL_AudioStreamAvailable(device->stream) >= ((int) device->spec.size)) {
+ int got;
+ data = SDL_AtomicGet(&device->enabled) ? current_audio.impl.GetDeviceBuf(device) : NULL;
+ 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... */
+ const Uint32 delay = ((device->spec.samples * 1000) / device->spec.freq);
+ SDL_Delay(delay); /* wait for as long as this buffer would have played. Maybe device recovers later? */
+ } else {
+ if (got != device->spec.size) {
+ SDL_memset(data, device->spec.silence, device->spec.size);
+ }
+ current_audio.impl.PlayDevice(device);
+ current_audio.impl.WaitDevice(device);
+ }
+ }
+ } else if (data == device->work_buffer) {
+ /* nothing to do; pause like we queued a buffer to play. */
+ const Uint32 delay = ((device->spec.samples * 1000) / device->spec.freq);
+ SDL_Delay(delay);
+ } else { /* writing directly to the device. */
+ /* queue this buffer and wait for it to finish playing. */
+ current_audio.impl.PlayDevice(device);
+ current_audio.impl.WaitDevice(device);
+ }
+ }
+
+ current_audio.impl.PrepareToClose(device);
+
+ /* Wait for the audio to drain. */
+ SDL_Delay(((device->spec.samples * 1000) / device->spec.freq) * 2);
+
+ current_audio.impl.ThreadDeinit(device);
+
+ return 0;
+}
+
+/* !!! FIXME: this needs to deal with device spec changes. */
+/* The general capture thread function */
+static int SDLCALL
+SDL_CaptureAudio(void *devicep)
+{
+ SDL_AudioDevice *device = (SDL_AudioDevice *) devicep;
+ const int silence = (int) device->spec.silence;
+ const Uint32 delay = ((device->spec.samples * 1000) / device->spec.freq);
+ const int data_len = device->spec.size;
+ Uint8 *data;
+ void *udata = device->callbackspec.userdata;
+ SDL_AudioCallback callback = device->callbackspec.callback;
+
+ SDL_assert(device->iscapture);
+
+ /* The audio mixing is always a high priority thread */
+ SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH);
+
+ /* Perform any thread setup */
+ device->threadid = SDL_ThreadID();
+ current_audio.impl.ThreadInit(device);
+
+ /* Loop, filling the audio buffers */
+ while (!SDL_AtomicGet(&device->shutdown)) {
+ int still_need;
+ Uint8 *ptr;
+
+ current_audio.impl.BeginLoopIteration(device);
+
+ if (SDL_AtomicGet(&device->paused)) {
+ SDL_Delay(delay); /* just so we don't cook the CPU. */
+ if (device->stream) {
+ SDL_AudioStreamClear(device->stream);
+ }
+ current_audio.impl.FlushCapture(device); /* dump anything pending. */
+ continue;
+ }
+
+ /* Fill the current buffer with sound */
+ still_need = data_len;
+
+ /* Use the work_buffer to hold data read from the device. */
+ data = device->work_buffer;
+ SDL_assert(data != NULL);
+
+ ptr = data;
+
+ /* We still read from the device when "paused" to keep the state sane,
+ 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. */
+
+ 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;
+ }
+ }
+ }
+
+ if (still_need > 0) {
+ /* Keep any data we already read, silence the rest. */
+ SDL_memset(ptr, silence, still_need);
+ }
+
+ if (device->stream) {
+ /* if this fails...oh well. */
+ SDL_AudioStreamPut(device->stream, data, data_len);
+
+ while (SDL_AudioStreamAvailable(device->stream) >= ((int) device->callbackspec.size)) {
+ const int got = SDL_AudioStreamGet(device->stream, device->work_buffer, device->callbackspec.size);
+ SDL_assert((got < 0) || (got == device->callbackspec.size));
+ if (got != device->callbackspec.size) {
+ SDL_memset(device->work_buffer, device->spec.silence, device->callbackspec.size);
+ }
+
+ /* !!! FIXME: this should be LockDevice. */
+ SDL_LockMutex(device->mixer_lock);
+ if (!SDL_AtomicGet(&device->paused)) {
+ callback(udata, device->work_buffer, device->callbackspec.size);
+ }
+ SDL_UnlockMutex(device->mixer_lock);
+ }
+ } else { /* feeding user callback directly without streaming. */
+ /* !!! FIXME: this should be LockDevice. */
+ SDL_LockMutex(device->mixer_lock);
+ if (!SDL_AtomicGet(&device->paused)) {
+ callback(udata, data, device->callbackspec.size);
+ }
+ SDL_UnlockMutex(device->mixer_lock);
+ }
+ }
+
+ current_audio.impl.PrepareToClose(device);
+
+ current_audio.impl.FlushCapture(device);
+
+ current_audio.impl.ThreadDeinit(device);
+
+ return 0;
+}
+
+
+static SDL_AudioFormat
+SDL_ParseAudioFormat(const char *string)
+{
+#define CHECK_FMT_STRING(x) if (SDL_strcmp(string, #x) == 0) return AUDIO_##x
+ CHECK_FMT_STRING(U8);
+ CHECK_FMT_STRING(S8);
+ CHECK_FMT_STRING(U16LSB);
+ CHECK_FMT_STRING(S16LSB);
+ CHECK_FMT_STRING(U16MSB);
+ CHECK_FMT_STRING(S16MSB);
+ CHECK_FMT_STRING(U16SYS);
+ CHECK_FMT_STRING(S16SYS);
+ CHECK_FMT_STRING(U16);
+ CHECK_FMT_STRING(S16);
+ CHECK_FMT_STRING(S32LSB);
+ CHECK_FMT_STRING(S32MSB);
+ CHECK_FMT_STRING(S32SYS);
+ CHECK_FMT_STRING(S32);
+ CHECK_FMT_STRING(F32LSB);
+ CHECK_FMT_STRING(F32MSB);
+ CHECK_FMT_STRING(F32SYS);
+ CHECK_FMT_STRING(F32);
+#undef CHECK_FMT_STRING
+ return 0;
+}
+
+int
+SDL_GetNumAudioDrivers(void)
+{
+ return SDL_arraysize(bootstrap) - 1;
+}
+
+const char *
+SDL_GetAudioDriver(int index)
+{
+ if (index >= 0 && index < SDL_GetNumAudioDrivers()) {
+ return bootstrap[index]->name;
+ }
+ return NULL;
+}
+
+int
+SDL_AudioInit(const char *driver_name)
+{
+ int i = 0;
+ int initialized = 0;
+ int tried_to_init = 0;
+
+ if (SDL_WasInit(SDL_INIT_AUDIO)) {
+ SDL_AudioQuit(); /* shutdown driver if already running. */
+ }
+
+ SDL_zero(current_audio);
+ SDL_zero(open_devices);
+
+ /* Select the proper audio driver */
+ if (driver_name == NULL) {
+ driver_name = SDL_getenv("SDL_AUDIODRIVER");
+ }
+
+ for (i = 0; (!initialized) && (bootstrap[i]); ++i) {
+ /* make sure we should even try this driver before doing so... */
+ const AudioBootStrap *backend = bootstrap[i];
+ if ((driver_name && (SDL_strncasecmp(backend->name, driver_name, SDL_strlen(driver_name)) != 0)) ||
+ (!driver_name && backend->demand_only)) {
+ continue;
+ }
+
+ tried_to_init = 1;
+ SDL_zero(current_audio);
+ current_audio.name = backend->name;
+ current_audio.desc = backend->desc;
+ initialized = backend->init(&current_audio.impl);
+ }
+
+ if (!initialized) {
+ /* specific drivers will set the error message if they fail... */
+ if (!tried_to_init) {
+ if (driver_name) {
+ SDL_SetError("Audio target '%s' not available", driver_name);
+ } else {
+ SDL_SetError("No available audio device");
+ }
+ }
+
+ SDL_zero(current_audio);
+ return -1; /* No driver was available, so fail. */
+ }
+
+ current_audio.detectionLock = SDL_CreateMutex();
+
+ finish_audio_entry_points_init();
+
+ /* Make sure we have a list of devices available at startup. */
+ current_audio.impl.DetectDevices();
+
+#ifdef HAVE_LIBSAMPLERATE_H
+ LoadLibSampleRate();
+#endif
+
+ return 0;
+}
+
+/*
+ * Get the current audio driver name
+ */
+const char *
+SDL_GetCurrentAudioDriver()
+{
+ return current_audio.name;
+}
+
+/* Clean out devices that we've removed but had to keep around for stability. */
+static void
+clean_out_device_list(SDL_AudioDeviceItem **devices, int *devCount, SDL_bool *removedFlag)
+{
+ SDL_AudioDeviceItem *item = *devices;
+ SDL_AudioDeviceItem *prev = NULL;
+ int total = 0;
+
+ while (item) {
+ SDL_AudioDeviceItem *next = item->next;
+ if (item->handle != NULL) {
+ total++;
+ prev = item;
+ } else {
+ if (prev) {
+ prev->next = next;
+ } else {
+ *devices = next;
+ }
+ /* these two pointers are the same if not a duplicate devname */
+ if (item->name != item->original_name) {
+ SDL_free(item->name);
+ }
+ SDL_free(item->original_name);
+ SDL_free(item);
+ }
+ item = next;
+ }
+
+ *devCount = total;
+ *removedFlag = SDL_FALSE;
+}
+
+
+int
+SDL_GetNumAudioDevices(int iscapture)
+{
+ int retval = 0;
+
+ if (!SDL_WasInit(SDL_INIT_AUDIO)) {
+ return -1;
+ }
+
+ SDL_LockMutex(current_audio.detectionLock);
+ if (iscapture && current_audio.captureDevicesRemoved) {
+ clean_out_device_list(&current_audio.inputDevices, &current_audio.inputDeviceCount, &current_audio.captureDevicesRemoved);
+ }
+
+ if (!iscapture && current_audio.outputDevicesRemoved) {
+ clean_out_device_list(&current_audio.outputDevices, &current_audio.outputDeviceCount, &current_audio.outputDevicesRemoved);
+ }
+
+ retval = iscapture ? current_audio.inputDeviceCount : current_audio.outputDeviceCount;
+ SDL_UnlockMutex(current_audio.detectionLock);
+
+ return retval;
+}
+
+
+const char *
+SDL_GetAudioDeviceName(int index, int iscapture)
+{
+ const char *retval = NULL;
+
+ if (!SDL_WasInit(SDL_INIT_AUDIO)) {
+ SDL_SetError("Audio subsystem is not initialized");
+ return NULL;
+ }
+
+ if ((iscapture) && (!current_audio.impl.HasCaptureSupport)) {
+ SDL_SetError("No capture support");
+ return NULL;
+ }
+
+ if (index >= 0) {
+ SDL_AudioDeviceItem *item;
+ int i;
+
+ SDL_LockMutex(current_audio.detectionLock);
+ item = iscapture ? current_audio.inputDevices : current_audio.outputDevices;
+ i = iscapture ? current_audio.inputDeviceCount : current_audio.outputDeviceCount;
+ if (index < i) {
+ for (i--; i > index; i--, item = item->next) {
+ SDL_assert(item != NULL);
+ }
+ SDL_assert(item != NULL);
+ retval = item->name;
+ }
+ SDL_UnlockMutex(current_audio.detectionLock);
+ }
+
+ if (retval == NULL) {
+ SDL_SetError("No such device");
+ }
+
+ return retval;
+}
+
+
+static void
+close_audio_device(SDL_AudioDevice * device)
+{
+ if (!device) {
+ return;
+ }
+
+ /* make sure the device is paused before we do anything else, so the
+ audio callback definitely won't fire again. */
+ current_audio.impl.LockDevice(device);
+ SDL_AtomicSet(&device->paused, 1);
+ SDL_AtomicSet(&device->shutdown, 1);
+ SDL_AtomicSet(&device->enabled, 0);
+ current_audio.impl.UnlockDevice(device);
+
+ if (device->thread != NULL) {
+ SDL_WaitThread(device->thread, NULL);
+ }
+ if (device->mixer_lock != NULL) {
+ SDL_DestroyMutex(device->mixer_lock);
+ }
+
+ SDL_free(device->work_buffer);
+ SDL_FreeAudioStream(device->stream);
+
+ if (device->id > 0) {
+ SDL_AudioDevice *opendev = open_devices[device->id - 1];
+ SDL_assert((opendev == device) || (opendev == NULL));
+ if (opendev == device) {
+ open_devices[device->id - 1] = NULL;
+ }
+ }
+
+ if (device->hidden != NULL) {
+ current_audio.impl.CloseDevice(device);
+ }
+
+ SDL_FreeDataQueue(device->buffer_queue);
+
+ SDL_free(device);
+}
+
+
+/*
+ * Sanity check desired AudioSpec for SDL_OpenAudio() in (orig).
+ * Fills in a sanitized copy in (prepared).
+ * Returns non-zero if okay, zero on fatal parameters in (orig).
+ */
+static int
+prepare_audiospec(const SDL_AudioSpec * orig, SDL_AudioSpec * prepared)
+{
+ SDL_memcpy(prepared, orig, sizeof(SDL_AudioSpec));
+
+ if (orig->freq == 0) {
+ const char *env = SDL_getenv("SDL_AUDIO_FREQUENCY");
+ if ((!env) || ((prepared->freq = SDL_atoi(env)) == 0)) {
+ prepared->freq = 22050; /* a reasonable default */
+ }
+ }
+
+ if (orig->format == 0) {
+ const char *env = SDL_getenv("SDL_AUDIO_FORMAT");
+ if ((!env) || ((prepared->format = SDL_ParseAudioFormat(env)) == 0)) {
+ prepared->format = AUDIO_S16; /* a reasonable default */
+ }
+ }
+
+ switch (orig->channels) {
+ case 0:{
+ const char *env = SDL_getenv("SDL_AUDIO_CHANNELS");
+ if ((!env) || ((prepared->channels = (Uint8) SDL_atoi(env)) == 0)) {
+ prepared->channels = 2; /* a reasonable default */
+ }
+ break;
+ }
+ case 1: /* Mono */
+ case 2: /* Stereo */
+ case 4: /* Quadrophonic */
+ case 6: /* 5.1 surround */
+ case 8: /* 7.1 surround */
+ break;
+ default:
+ SDL_SetError("Unsupported number of audio channels.");
+ return 0;
+ }
+
+ if (orig->samples == 0) {
+ const char *env = SDL_getenv("SDL_AUDIO_SAMPLES");
+ if ((!env) || ((prepared->samples = (Uint16) SDL_atoi(env)) == 0)) {
+ /* Pick a default of ~46 ms at desired frequency */
+ /* !!! FIXME: remove this when the non-Po2 resampling is in. */
+ const int samples = (prepared->freq / 1000) * 46;
+ int power2 = 1;
+ while (power2 < samples) {
+ power2 *= 2;
+ }
+ prepared->samples = power2;
+ }
+ }
+
+ /* Calculate the silence and size of the audio specification */
+ SDL_CalculateAudioSpec(prepared);
+
+ return 1;
+}
+
+static SDL_AudioDeviceID
+open_audio_device(const char *devname, int iscapture,
+ const SDL_AudioSpec * desired, SDL_AudioSpec * obtained,
+ int allowed_changes, int min_id)
+{
+ const SDL_bool is_internal_thread = (desired->callback == NULL);
+ SDL_AudioDeviceID id = 0;
+ SDL_AudioSpec _obtained;
+ SDL_AudioDevice *device;
+ SDL_bool build_stream;
+ void *handle = NULL;
+ int i = 0;
+
+ if (!SDL_WasInit(SDL_INIT_AUDIO)) {
+ SDL_SetError("Audio subsystem is not initialized");
+ return 0;
+ }
+
+ if ((iscapture) && (!current_audio.impl.HasCaptureSupport)) {
+ SDL_SetError("No capture support");
+ return 0;
+ }
+
+ /* !!! FIXME: there is a race condition here if two devices open from two threads at once. */
+ /* Find an available device ID... */
+ for (id = min_id - 1; id < SDL_arraysize(open_devices); id++) {
+ if (open_devices[id] == NULL) {
+ break;
+ }
+ }
+
+ if (id == SDL_arraysize(open_devices)) {
+ SDL_SetError("Too many open audio devices");
+ return 0;
+ }
+
+ if (!obtained) {
+ obtained = &_obtained;
+ }
+ if (!prepare_audiospec(desired, obtained)) {
+ return 0;
+ }
+
+ /* If app doesn't care about a specific device, let the user override. */
+ if (devname == NULL) {
+ devname = SDL_getenv("SDL_AUDIO_DEVICE_NAME");
+ }
+
+ /*
+ * Catch device names at the high level for the simple case...
+ * This lets us have a basic "device enumeration" for systems that
+ * don't have multiple devices, but makes sure the device name is
+ * always NULL when it hits the low level.
+ *
+ * Also make sure that the simple case prevents multiple simultaneous
+ * opens of the default system device.
+ */
+
+ if ((iscapture) && (current_audio.impl.OnlyHasDefaultCaptureDevice)) {
+ if ((devname) && (SDL_strcmp(devname, DEFAULT_INPUT_DEVNAME) != 0)) {
+ SDL_SetError("No such device");
+ return 0;
+ }
+ devname = NULL;
+
+ for (i = 0; i < SDL_arraysize(open_devices); i++) {
+ if ((open_devices[i]) && (open_devices[i]->iscapture)) {
+ SDL_SetError("Audio device already open");
+ return 0;
+ }
+ }
+ } else if ((!iscapture) && (current_audio.impl.OnlyHasDefaultOutputDevice)) {
+ if ((devname) && (SDL_strcmp(devname, DEFAULT_OUTPUT_DEVNAME) != 0)) {
+ SDL_SetError("No such device");
+ return 0;
+ }
+ devname = NULL;
+
+ for (i = 0; i < SDL_arraysize(open_devices); i++) {
+ if ((open_devices[i]) && (!open_devices[i]->iscapture)) {
+ SDL_SetError("Audio device already open");
+ return 0;
+ }
+ }
+ } else if (devname != NULL) {
+ /* if the app specifies an exact string, we can pass the backend
+ an actual device handle thingey, which saves them the effort of
+ figuring out what device this was (such as, reenumerating
+ everything again to find the matching human-readable name).
+ It might still need to open a device based on the string for,
+ say, a network audio server, but this optimizes some cases. */
+ SDL_AudioDeviceItem *item;
+ SDL_LockMutex(current_audio.detectionLock);
+ for (item = iscapture ? current_audio.inputDevices : current_audio.outputDevices; item; item = item->next) {
+ if ((item->handle != NULL) && (SDL_strcmp(item->name, devname) == 0)) {
+ handle = item->handle;
+ break;
+ }
+ }
+ SDL_UnlockMutex(current_audio.detectionLock);
+ }
+
+ if (!current_audio.impl.AllowsArbitraryDeviceNames) {
+ /* has to be in our device list, or the default device. */
+ if ((handle == NULL) && (devname != NULL)) {
+ SDL_SetError("No such device.");
+ return 0;
+ }
+ }
+
+ device = (SDL_AudioDevice *) SDL_calloc(1, sizeof (SDL_AudioDevice));
+ if (device == NULL) {
+ SDL_OutOfMemory();
+ return 0;
+ }
+ device->id = id + 1;
+ device->spec = *obtained;
+ device->iscapture = iscapture ? SDL_TRUE : SDL_FALSE;
+ device->handle = handle;
+
+ SDL_AtomicSet(&device->shutdown, 0); /* just in case. */
+ SDL_AtomicSet(&device->paused, 1);
+ SDL_AtomicSet(&device->enabled, 1);
+
+ /* Create a mutex for locking the sound buffers */
+ if (!current_audio.impl.SkipMixerLock) {
+ device->mixer_lock = SDL_CreateMutex();
+ if (device->mixer_lock == NULL) {
+ close_audio_device(device);
+ SDL_SetError("Couldn't create mixer lock");
+ return 0;
+ }
+ }
+
+ if (current_audio.impl.OpenDevice(device, handle, devname, iscapture) < 0) {
+ close_audio_device(device);
+ return 0;
+ }
+
+ /* if your target really doesn't need it, set it to 0x1 or something. */
+ /* otherwise, close_audio_device() won't call impl.CloseDevice(). */
+ SDL_assert(device->hidden != NULL);
+
+ /* See if we need to do any conversion */
+ build_stream = SDL_FALSE;
+ if (obtained->freq != device->spec.freq) {
+ if (allowed_changes & SDL_AUDIO_ALLOW_FREQUENCY_CHANGE) {
+ obtained->freq = device->spec.freq;
+ } else {
+ build_stream = SDL_TRUE;
+ }
+ }
+ if (obtained->format != device->spec.format) {
+ if (allowed_changes & SDL_AUDIO_ALLOW_FORMAT_CHANGE) {
+ obtained->format = device->spec.format;
+ } else {
+ build_stream = SDL_TRUE;
+ }
+ }
+ if (obtained->channels != device->spec.channels) {
+ if (allowed_changes & SDL_AUDIO_ALLOW_CHANNELS_CHANGE) {
+ obtained->channels = device->spec.channels;
+ } else {
+ build_stream = SDL_TRUE;
+ }
+ }
+ if (device->spec.samples != obtained->samples) {
+ if (allowed_changes & SDL_AUDIO_ALLOW_SAMPLES_CHANGE) {
+ obtained->samples = device->spec.samples;
+ } else {
+ build_stream = SDL_TRUE;
+ }
+ }
+
+ SDL_CalculateAudioSpec(obtained); /* recalc after possible changes. */
+
+ device->callbackspec = *obtained;
+
+ if (build_stream) {
+ if (iscapture) {
+ device->stream = SDL_NewAudioStream(device->spec.format,
+ device->spec.channels, device->spec.freq,
+ obtained->format, obtained->channels, obtained->freq);
+ } else {
+ device->stream = SDL_NewAudioStream(obtained->format, obtained->channels,
+ obtained->freq, device->spec.format,
+ device->spec.channels, device->spec.freq);
+ }
+
+ if (!device->stream) {
+ close_audio_device(device);
+ return 0;
+ }
+ }
+
+ if (device->spec.callback == NULL) { /* use buffer queueing? */
+ /* pool a few packets to start. Enough for two callbacks. */
+ device->buffer_queue = SDL_NewDataQueue(SDL_AUDIOBUFFERQUEUE_PACKETLEN, obtained->size * 2);
+ if (!device->buffer_queue) {
+ close_audio_device(device);
+ SDL_SetError("Couldn't create audio buffer queue");
+ return 0;
+ }
+ device->callbackspec.callback = iscapture ? SDL_BufferQueueFillCallback : SDL_BufferQueueDrainCallback;
+ device->callbackspec.userdata = device;
+ }
+
+ /* Allocate a scratch audio buffer */
+ device->work_buffer_len = build_stream ? device->callbackspec.size : 0;
+ if (device->spec.size > device->work_buffer_len) {
+ device->work_buffer_len = device->spec.size;
+ }
+ SDL_assert(device->work_buffer_len > 0);
+
+ device->work_buffer = (Uint8 *) SDL_malloc(device->work_buffer_len);
+ if (device->work_buffer == NULL) {
+ close_audio_device(device);
+ SDL_OutOfMemory();
+ return 0;
+ }
+
+ open_devices[id] = device; /* add it to our list of open devices. */
+
+ /* Start the audio thread if necessary */
+ if (!current_audio.impl.ProvidesOwnCallbackThread) {
+ /* Start the audio thread */
+ /* !!! FIXME: we don't force the audio thread stack size here if it calls into user code, but maybe we should? */
+ /* buffer queueing callback only needs a few bytes, so make the stack tiny. */
+ const size_t stacksize = is_internal_thread ? 64 * 1024 : 0;
+ char threadname[64];
+
+ SDL_snprintf(threadname, sizeof (threadname), "SDLAudio%c%d", (iscapture) ? 'C' : 'P', (int) device->id);
+ device->thread = SDL_CreateThreadInternal(iscapture ? SDL_CaptureAudio : SDL_RunAudio, threadname, stacksize, device);
+
+ if (device->thread == NULL) {
+ close_audio_device(device);
+ SDL_SetError("Couldn't create audio thread");
+ return 0;
+ }
+ }
+
+ return device->id;
+}
+
+
+int
+SDL_OpenAudio(SDL_AudioSpec * desired, SDL_AudioSpec * obtained)
+{
+ SDL_AudioDeviceID id = 0;
+
+ /* Start up the audio driver, if necessary. This is legacy behaviour! */
+ if (!SDL_WasInit(SDL_INIT_AUDIO)) {
+ if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) {
+ return -1;
+ }
+ }
+
+ /* SDL_OpenAudio() is legacy and can only act on Device ID #1. */
+ if (open_devices[0] != NULL) {
+ SDL_SetError("Audio device is already opened");
+ return -1;
+ }
+
+ if (obtained) {
+ id = open_audio_device(NULL, 0, desired, obtained,
+ SDL_AUDIO_ALLOW_ANY_CHANGE, 1);
+ } else {
+ SDL_AudioSpec _obtained;
+ SDL_zero(_obtained);
+ id = open_audio_device(NULL, 0, desired, &_obtained, 0, 1);
+ /* On successful open, copy calculated values into 'desired'. */
+ if (id > 0) {
+ desired->size = _obtained.size;
+ desired->silence = _obtained.silence;
+ }
+ }
+
+ SDL_assert((id == 0) || (id == 1));
+ return (id == 0) ? -1 : 0;
+}
+
+SDL_AudioDeviceID
+SDL_OpenAudioDevice(const char *device, int iscapture,
+ const SDL_AudioSpec * desired, SDL_AudioSpec * obtained,
+ int allowed_changes)
+{
+ return open_audio_device(device, iscapture, desired, obtained,
+ allowed_changes, 2);
+}
+
+SDL_AudioStatus
+SDL_GetAudioDeviceStatus(SDL_AudioDeviceID devid)
+{
+ SDL_AudioDevice *device = get_audio_device(devid);
+ SDL_AudioStatus status = SDL_AUDIO_STOPPED;
+ if (device && SDL_AtomicGet(&device->enabled)) {
+ if (SDL_AtomicGet(&device->paused)) {
+ status = SDL_AUDIO_PAUSED;
+ } else {
+ status = SDL_AUDIO_PLAYING;
+ }
+ }
+ return status;
+}
+
+
+SDL_AudioStatus
+SDL_GetAudioStatus(void)
+{
+ return SDL_GetAudioDeviceStatus(1);
+}
+
+void
+SDL_PauseAudioDevice(SDL_AudioDeviceID devid, int pause_on)
+{
+ SDL_AudioDevice *device = get_audio_device(devid);
+ if (device) {
+ current_audio.impl.LockDevice(device);
+ SDL_AtomicSet(&device->paused, pause_on ? 1 : 0);
+ current_audio.impl.UnlockDevice(device);
+ }
+}
+
+void
+SDL_PauseAudio(int pause_on)
+{
+ SDL_PauseAudioDevice(1, pause_on);
+}
+
+
+void
+SDL_LockAudioDevice(SDL_AudioDeviceID devid)
+{
+ /* Obtain a lock on the mixing buffers */
+ SDL_AudioDevice *device = get_audio_device(devid);
+ if (device) {
+ current_audio.impl.LockDevice(device);
+ }
+}
+
+void
+SDL_LockAudio(void)
+{
+ SDL_LockAudioDevice(1);
+}
+
+void
+SDL_UnlockAudioDevice(SDL_AudioDeviceID devid)
+{
+ /* Obtain a lock on the mixing buffers */
+ SDL_AudioDevice *device = get_audio_device(devid);
+ if (device) {
+ current_audio.impl.UnlockDevice(device);
+ }
+}
+
+void
+SDL_UnlockAudio(void)
+{
+ SDL_UnlockAudioDevice(1);
+}
+
+void
+SDL_CloseAudioDevice(SDL_AudioDeviceID devid)
+{
+ close_audio_device(get_audio_device(devid));
+}
+
+void
+SDL_CloseAudio(void)
+{
+ SDL_CloseAudioDevice(1);
+}
+
+void
+SDL_AudioQuit(void)
+{
+ SDL_AudioDeviceID i;
+
+ if (!current_audio.name) { /* not initialized?! */
+ return;
+ }
+
+ for (i = 0; i < SDL_arraysize(open_devices); i++) {
+ close_audio_device(open_devices[i]);
+ }
+
+ free_device_list(&current_audio.outputDevices, &current_audio.outputDeviceCount);
+ free_device_list(&current_audio.inputDevices, &current_audio.inputDeviceCount);
+
+ /* Free the driver data */
+ current_audio.impl.Deinitialize();
+
+ SDL_DestroyMutex(current_audio.detectionLock);
+
+ SDL_zero(current_audio);
+ SDL_zero(open_devices);
+
+#ifdef HAVE_LIBSAMPLERATE_H
+ UnloadLibSampleRate();
+#endif
+
+ SDL_FreeResampleFilter();
+}
+
+#define NUM_FORMATS 10
+static int format_idx;
+static int format_idx_sub;
+static SDL_AudioFormat format_list[NUM_FORMATS][NUM_FORMATS] = {
+ {AUDIO_U8, AUDIO_S8, AUDIO_S16LSB, AUDIO_S16MSB, AUDIO_U16LSB,
+ AUDIO_U16MSB, AUDIO_S32LSB, AUDIO_S32MSB, AUDIO_F32LSB, AUDIO_F32MSB},
+ {AUDIO_S8, AUDIO_U8, AUDIO_S16LSB, AUDIO_S16MSB, AUDIO_U16LSB,
+ AUDIO_U16MSB, AUDIO_S32LSB, AUDIO_S32MSB, AUDIO_F32LSB, AUDIO_F32MSB},
+ {AUDIO_S16LSB, AUDIO_S16MSB, AUDIO_U16LSB, AUDIO_U16MSB, AUDIO_S32LSB,
+ AUDIO_S32MSB, AUDIO_F32LSB, AUDIO_F32MSB, AUDIO_U8, AUDIO_S8},
+ {AUDIO_S16MSB, AUDIO_S16LSB, AUDIO_U16MSB, AUDIO_U16LSB, AUDIO_S32MSB,
+ AUDIO_S32LSB, AUDIO_F32MSB, AUDIO_F32LSB, AUDIO_U8, AUDIO_S8},
+ {AUDIO_U16LSB, AUDIO_U16MSB, AUDIO_S16LSB, AUDIO_S16MSB, AUDIO_S32LSB,
+ AUDIO_S32MSB, AUDIO_F32LSB, AUDIO_F32MSB, AUDIO_U8, AUDIO_S8},
+ {AUDIO_U16MSB, AUDIO_U16LSB, AUDIO_S16MSB, AUDIO_S16LSB, AUDIO_S32MSB,
+ AUDIO_S32LSB, AUDIO_F32MSB, AUDIO_F32LSB, AUDIO_U8, AUDIO_S8},
+ {AUDIO_S32LSB, AUDIO_S32MSB, AUDIO_F32LSB, AUDIO_F32MSB, AUDIO_S16LSB,
+ AUDIO_S16MSB, AUDIO_U16LSB, AUDIO_U16MSB, AUDIO_U8, AUDIO_S8},
+ {AUDIO_S32MSB, AUDIO_S32LSB, AUDIO_F32MSB, AUDIO_F32LSB, AUDIO_S16MSB,
+ AUDIO_S16LSB, AUDIO_U16MSB, AUDIO_U16LSB, AUDIO_U8, AUDIO_S8},
+ {AUDIO_F32LSB, AUDIO_F32MSB, AUDIO_S32LSB, AUDIO_S32MSB, AUDIO_S16LSB,
+ AUDIO_S16MSB, AUDIO_U16LSB, AUDIO_U16MSB, AUDIO_U8, AUDIO_S8},
+ {AUDIO_F32MSB, AUDIO_F32LSB, AUDIO_S32MSB, AUDIO_S32LSB, AUDIO_S16MSB,
+ AUDIO_S16LSB, AUDIO_U16MSB, AUDIO_U16LSB, AUDIO_U8, AUDIO_S8},
+};
+
+SDL_AudioFormat
+SDL_FirstAudioFormat(SDL_AudioFormat format)
+{
+ for (format_idx = 0; format_idx < NUM_FORMATS; ++format_idx) {
+ if (format_list[format_idx][0] == format) {
+ break;
+ }
+ }
+ format_idx_sub = 0;
+ return SDL_NextAudioFormat();
+}
+
+SDL_AudioFormat
+SDL_NextAudioFormat(void)
+{
+ if ((format_idx == NUM_FORMATS) || (format_idx_sub == NUM_FORMATS)) {
+ return 0;
+ }
+ return format_list[format_idx][format_idx_sub++];
+}
+
+void
+SDL_CalculateAudioSpec(SDL_AudioSpec * spec)
+{
+ switch (spec->format) {
+ case AUDIO_U8:
+ spec->silence = 0x80;
+ break;
+ default:
+ spec->silence = 0x00;
+ break;
+ }
+ spec->size = SDL_AUDIO_BITSIZE(spec->format) / 8;
+ spec->size *= spec->channels;
+ spec->size *= spec->samples;
+}
+
+
+/*
+ * Moved here from SDL_mixer.c, since it relies on internals of an opened
+ * audio device (and is deprecated, by the way!).
+ */
+void
+SDL_MixAudio(Uint8 * dst, const Uint8 * src, Uint32 len, int volume)
+{
+ /* Mix the user-level audio format */
+ SDL_AudioDevice *device = get_audio_device(1);
+ if (device != NULL) {
+ SDL_MixAudioFormat(dst, src, device->callbackspec.format, len, volume);
+ }
+}
+
+/* vi: set ts=4 sw=4 expandtab: */