audio: better way to calculate buffer drain wait times.

This commit is contained in:
Ryan C. Gordon 2016-10-07 14:42:24 -04:00
parent 76f48acf63
commit 551cdc8dec

View File

@ -1152,9 +1152,8 @@ close_audio_device(SDL_AudioDevice * device)
Uint32 delay = 0; Uint32 delay = 0;
if (!device->iscapture) { if (!device->iscapture) {
/* x2000: x1000 (cvt to ms) and x2 (alternating DMA buffers). */
const SDL_AudioSpec *spec = &device->spec; const SDL_AudioSpec *spec = &device->spec;
delay = (Uint32) ((((float)spec->samples) / ((float)spec->freq)) * 2000.0f); delay = ((spec.samples * 1000) / spec.freq) * 2;
} }
/* Lock to make sure an audio callback doesn't fire after we return. /* Lock to make sure an audio callback doesn't fire after we return.
@ -1170,7 +1169,6 @@ close_audio_device(SDL_AudioDevice * device)
if (delay > 0) { if (delay > 0) {
/* Block the amount that is roughly pending for playback, so we /* Block the amount that is roughly pending for playback, so we
don't drop audio if the process exits right after this call. */ don't drop audio if the process exits right after this call. */
printf("audio close: delay for %u ms\n", (unsigned int) delay);
SDL_Delay(delay); SDL_Delay(delay);
} }
} }