diff options
Diffstat (limited to 'source/3rd-party/SDL2/src/audio/SDL_audio.c')
-rw-r--r-- | source/3rd-party/SDL2/src/audio/SDL_audio.c | 1690 |
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, ¤t_audio.inputDevices, ¤t_audio.inputDeviceCount); +} + +static SDL_INLINE int +add_output_device(const char *name, void *handle) +{ + return add_audio_device(name, handle, ¤t_audio.outputDevices, ¤t_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, ¤t_audio.captureDevicesRemoved); + } else { + mark_device_removed(handle, current_audio.outputDevices, ¤t_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(¤t_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(¤t_audio.inputDevices, ¤t_audio.inputDeviceCount, ¤t_audio.captureDevicesRemoved); + } + + if (!iscapture && current_audio.outputDevicesRemoved) { + clean_out_device_list(¤t_audio.outputDevices, ¤t_audio.outputDeviceCount, ¤t_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(¤t_audio.outputDevices, ¤t_audio.outputDeviceCount); + free_device_list(¤t_audio.inputDevices, ¤t_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: */ |