mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-11-21 20:47:19 +01:00
audio: Don't trust audio drivers to drain pending audio.
This tends to be a frequent spot where drivers hang, and the waits were often unreliable in any case. Instead, our audio thread now alerts the driver that we're done streaming audio (which currently XAudio2 uses to alert the system not to warn about the impending underflow) and then SDL_Delay()'s for a duration that's reasonable to drain the DMA buffers before closing the device.
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@ -191,11 +191,6 @@ SDL_AudioGetDeviceBuf_Default(_THIS)
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return NULL;
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}
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static void
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SDL_AudioWaitDone_Default(_THIS)
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{ /* no-op. */
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}
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static int
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SDL_AudioCaptureFromDevice_Default(_THIS, void *buffer, int buflen)
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{
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@ -207,6 +202,11 @@ SDL_AudioFlushCapture_Default(_THIS)
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{ /* no-op. */
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}
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static void
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SDL_AudioPrepareToClose_Default(_THIS)
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{ /* no-op. */
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}
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static void
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SDL_AudioCloseDevice_Default(_THIS)
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{ /* no-op. */
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@ -292,9 +292,9 @@ finish_audio_entry_points_init(void)
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FILL_STUB(PlayDevice);
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FILL_STUB(GetPendingBytes);
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FILL_STUB(GetDeviceBuf);
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FILL_STUB(WaitDone);
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FILL_STUB(CaptureFromDevice);
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FILL_STUB(FlushCapture);
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FILL_STUB(PrepareToClose);
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FILL_STUB(CloseDevice);
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FILL_STUB(LockDevice);
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FILL_STUB(UnlockDevice);
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@ -715,6 +715,9 @@ SDL_FinalizeAudioDevice(SDL_AudioDevice *device)
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return;
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}
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SDL_AtomicSet(&device->shutdown, 1); /* just in case. */
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SDL_AtomicSet(&device->enabled, 0);
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/* lock/unlock here so we don't race if the audio thread saw the shutdown
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var without locking, and the thread that requested shutdown is now
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trying to unlock the mutex while we destroy it. Threading is hard. */
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@ -811,9 +814,10 @@ SDL_RunAudio(void *devicep)
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}
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}
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current_audio.impl.PrepareToClose(device);
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/* Wait for the audio to drain. */
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/* !!! FIXME: can we rename this WaitDrain? */
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current_audio.impl.WaitDone(device);
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SDL_Delay(((device->spec.samples * 1000) / device->spec.freq) * 2);
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SDL_FinalizeAudioDevice(device);
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@ -1153,7 +1157,7 @@ close_audio_device(SDL_AudioDevice * device)
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if (!device->iscapture) {
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const SDL_AudioSpec *spec = &device->spec;
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delay = ((spec.samples * 1000) / spec.freq) * 2;
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delay = ((spec->samples * 1000) / spec->freq) * 2;
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}
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/* Lock to make sure an audio callback doesn't fire after we return.
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@ -79,9 +79,9 @@ typedef struct SDL_AudioDriverImpl
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void (*PlayDevice) (_THIS);
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int (*GetPendingBytes) (_THIS);
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Uint8 *(*GetDeviceBuf) (_THIS);
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void (*WaitDone) (_THIS);
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int (*CaptureFromDevice) (_THIS, void *buffer, int buflen);
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void (*FlushCapture) (_THIS);
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void (*PrepareToClose) (_THIS); /**< Called between run and draining wait for playback devices */
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void (*CloseDevice) (_THIS);
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void (*LockDevice) (_THIS);
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void (*UnlockDevice) (_THIS);
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@ -185,13 +185,6 @@ ARTS_PlayDevice(_THIS)
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#endif
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}
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static void
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ARTS_WaitDone(_THIS)
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{
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/* !!! FIXME: camp here until buffer drains... SDL_Delay(???); */
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}
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static Uint8 *
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ARTS_GetDeviceBuf(_THIS)
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{
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@ -356,7 +349,6 @@ ARTS_Init(SDL_AudioDriverImpl * impl)
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impl->WaitDevice = ARTS_WaitDevice;
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impl->GetDeviceBuf = ARTS_GetDeviceBuf;
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impl->CloseDevice = ARTS_CloseDevice;
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impl->WaitDone = ARTS_WaitDone;
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impl->Deinitialize = ARTS_Deinitialize;
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impl->OnlyHasDefaultOutputDevice = 1;
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@ -307,22 +307,6 @@ DSOUND_GetDeviceBuf(_THIS)
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return (this->hidden->locked_buf);
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}
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static void
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DSOUND_WaitDone(_THIS)
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{
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Uint8 *stream = DSOUND_GetDeviceBuf(this);
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/* Wait for the playing chunk to finish */
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if (stream != NULL) {
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SDL_memset(stream, this->spec.silence, this->spec.size);
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DSOUND_PlayDevice(this);
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}
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DSOUND_WaitDevice(this);
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/* Stop the looping sound buffer */
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IDirectSoundBuffer_Stop(this->hidden->mixbuf);
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}
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static int
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DSOUND_CaptureFromDevice(_THIS, void *buffer, int buflen)
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{
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@ -600,7 +584,6 @@ DSOUND_Init(SDL_AudioDriverImpl * impl)
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impl->OpenDevice = DSOUND_OpenDevice;
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impl->PlayDevice = DSOUND_PlayDevice;
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impl->WaitDevice = DSOUND_WaitDevice;
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impl->WaitDone = DSOUND_WaitDone;
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impl->GetDeviceBuf = DSOUND_GetDeviceBuf;
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impl->CaptureFromDevice = DSOUND_CaptureFromDevice;
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impl->FlushCapture = DSOUND_FlushCapture;
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@ -151,13 +151,6 @@ SDL_FS_PlayDevice(_THIS)
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#endif
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}
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static void
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SDL_FS_WaitDone(_THIS)
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{
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this->hidden->stream->Wait(this->hidden->stream,
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this->hidden->mixsamples * FUSION_BUFFERS);
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}
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static Uint8 *
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SDL_FS_GetDeviceBuf(_THIS)
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@ -319,7 +312,6 @@ SDL_FS_Init(SDL_AudioDriverImpl * impl)
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impl->WaitDevice = SDL_FS_WaitDevice;
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impl->GetDeviceBuf = SDL_FS_GetDeviceBuf;
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impl->CloseDevice = SDL_FS_CloseDevice;
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impl->WaitDone = SDL_FS_WaitDone;
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impl->Deinitialize = SDL_FS_Deinitialize;
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impl->OnlyHasDefaultOutputDevice = 1;
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@ -152,7 +152,6 @@ PSPAUDIO_Init(SDL_AudioDriverImpl * impl)
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impl->PlayDevice = PSPAUDIO_PlayDevice;
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impl->WaitDevice = PSPAUDIO_WaitDevice;
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impl->GetDeviceBuf = PSPAUDIO_GetDeviceBuf;
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impl->WaitDone = PSPAUDIO_WaitDevice;
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impl->CloseDevice = PSPAUDIO_CloseDevice;
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impl->ThreadInit = PSPAUDIO_ThreadInit;
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@ -368,28 +368,6 @@ PULSEAUDIO_PlayDevice(_THIS)
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}
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}
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static void
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PULSEAUDIO_WaitDone(_THIS)
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{
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if (SDL_AtomicGet(&this->enabled)) {
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struct SDL_PrivateAudioData *h = this->hidden;
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pa_operation *o = PULSEAUDIO_pa_stream_drain(h->stream, stream_operation_complete_no_op, NULL);
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if (o) {
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while (PULSEAUDIO_pa_operation_get_state(o) != PA_OPERATION_DONE) {
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if (PULSEAUDIO_pa_context_get_state(h->context) != PA_CONTEXT_READY ||
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PULSEAUDIO_pa_stream_get_state(h->stream) != PA_STREAM_READY ||
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PULSEAUDIO_pa_mainloop_iterate(h->mainloop, 1, NULL) < 0) {
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PULSEAUDIO_pa_operation_cancel(o);
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break;
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}
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}
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PULSEAUDIO_pa_operation_unref(o);
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}
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}
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}
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static Uint8 *
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PULSEAUDIO_GetDeviceBuf(_THIS)
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{
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@ -776,7 +754,6 @@ PULSEAUDIO_Init(SDL_AudioDriverImpl * impl)
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impl->WaitDevice = PULSEAUDIO_WaitDevice;
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impl->GetDeviceBuf = PULSEAUDIO_GetDeviceBuf;
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impl->CloseDevice = PULSEAUDIO_CloseDevice;
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impl->WaitDone = PULSEAUDIO_WaitDone;
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impl->Deinitialize = PULSEAUDIO_Deinitialize;
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impl->CaptureFromDevice = PULSEAUDIO_CaptureFromDevice;
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impl->FlushCapture = PULSEAUDIO_FlushCapture;
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@ -708,24 +708,6 @@ QSA_DetectDevices(void)
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}
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}
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static void
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QSA_WaitDone(_THIS)
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{
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if (!this->hidden->iscapture) {
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if (this->hidden->audio_handle != NULL) {
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/* Wait till last fragment is played and stop channel */
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snd_pcm_plugin_flush(this->hidden->audio_handle,
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SND_PCM_CHANNEL_PLAYBACK);
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}
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} else {
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if (this->hidden->audio_handle != NULL) {
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/* Discard all unread data and stop channel */
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snd_pcm_plugin_flush(this->hidden->audio_handle,
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SND_PCM_CHANNEL_CAPTURE);
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}
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}
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}
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static void
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QSA_Deinitialize(void)
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{
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@ -759,7 +741,6 @@ QSA_Init(SDL_AudioDriverImpl * impl)
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impl->PlayDevice = QSA_PlayDevice;
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impl->GetDeviceBuf = QSA_GetDeviceBuf;
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impl->CloseDevice = QSA_CloseDevice;
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impl->WaitDone = QSA_WaitDone;
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impl->Deinitialize = QSA_Deinitialize;
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impl->LockDevice = NULL;
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impl->UnlockDevice = NULL;
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@ -170,16 +170,11 @@ SNDIO_GetDeviceBuf(_THIS)
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return this->hidden->mixbuf;
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}
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static void
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SNDIO_WaitDone(_THIS)
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{
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SNDIO_sio_stop(this->hidden->dev);
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}
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static void
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SNDIO_CloseDevice(_THIS)
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{
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if ( this->hidden->dev != NULL ) {
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SNDIO_sio_stop(this->hidden->dev);
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SNDIO_sio_close(this->hidden->dev);
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}
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SDL_free(this->hidden->mixbuf);
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@ -304,7 +299,6 @@ SNDIO_Init(SDL_AudioDriverImpl * impl)
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impl->WaitDevice = SNDIO_WaitDevice;
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impl->PlayDevice = SNDIO_PlayDevice;
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impl->GetDeviceBuf = SNDIO_GetDeviceBuf;
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impl->WaitDone = SNDIO_WaitDone;
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impl->CloseDevice = SNDIO_CloseDevice;
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impl->Deinitialize = SNDIO_Deinitialize;
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impl->OnlyHasDefaultOutputDevice = 1; /* !!! FIXME: sndio can handle multiple devices. */
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@ -135,24 +135,6 @@ WINMM_PlayDevice(_THIS)
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this->hidden->next_buffer = (this->hidden->next_buffer + 1) % NUM_BUFFERS;
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}
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static void
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WINMM_WaitDone(_THIS)
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{
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int i, left;
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do {
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left = NUM_BUFFERS;
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for (i = 0; i < NUM_BUFFERS; ++i) {
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if (this->hidden->wavebuf[i].dwFlags & WHDR_DONE) {
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--left;
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}
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}
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if (left > 0) {
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SDL_Delay(100);
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}
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} while (left > 0);
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}
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static int
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WINMM_CaptureFromDevice(_THIS, void *buffer, int buflen)
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{
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@ -422,7 +404,6 @@ WINMM_Init(SDL_AudioDriverImpl * impl)
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impl->OpenDevice = WINMM_OpenDevice;
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impl->PlayDevice = WINMM_PlayDevice;
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impl->WaitDevice = WINMM_WaitDevice;
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impl->WaitDone = WINMM_WaitDone;
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impl->GetDeviceBuf = WINMM_GetDeviceBuf;
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impl->CaptureFromDevice = WINMM_CaptureFromDevice;
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impl->FlushCapture = WINMM_FlushCapture;
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@ -232,28 +232,14 @@ XAUDIO2_WaitDevice(_THIS)
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}
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static void
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XAUDIO2_WaitDone(_THIS)
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XAUDIO2_PrepareToClose(_THIS)
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{
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IXAudio2SourceVoice *source = this->hidden->source;
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XAUDIO2_VOICE_STATE state;
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SDL_assert(!SDL_AtomicGet(&this->enabled)); /* flag that stops playing. */
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IXAudio2SourceVoice_Discontinuity(source);
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#if SDL_XAUDIO2_WIN8
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IXAudio2SourceVoice_GetState(source, &state, XAUDIO2_VOICE_NOSAMPLESPLAYED);
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#else
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IXAudio2SourceVoice_GetState(source, &state);
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#endif
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while (state.BuffersQueued > 0) {
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SDL_SemWait(this->hidden->semaphore);
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#if SDL_XAUDIO2_WIN8
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IXAudio2SourceVoice_GetState(source, &state, XAUDIO2_VOICE_NOSAMPLESPLAYED);
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#else
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IXAudio2SourceVoice_GetState(source, &state);
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#endif
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if (source) {
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IXAudio2SourceVoice_Discontinuity(source);
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}
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}
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static void
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XAUDIO2_CloseDevice(_THIS)
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{
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@ -489,7 +475,7 @@ XAUDIO2_Init(SDL_AudioDriverImpl * impl)
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impl->OpenDevice = XAUDIO2_OpenDevice;
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impl->PlayDevice = XAUDIO2_PlayDevice;
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impl->WaitDevice = XAUDIO2_WaitDevice;
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impl->WaitDone = XAUDIO2_WaitDone;
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impl->PrepareToClose = XAUDIO2_PrepareToClose;
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impl->GetDeviceBuf = XAUDIO2_GetDeviceBuf;
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impl->CloseDevice = XAUDIO2_CloseDevice;
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impl->Deinitialize = XAUDIO2_Deinitialize;
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