Commit Graph

388 Commits

Author SHA1 Message Date
Ethan Lee
27889d0261 winrt: Wait for EnumerationCompleted before leaving WASAPI_EnumerateEndpoints 2020-03-03 12:31:41 -05:00
Sam Lantinga
e3b0713e40 Don't call setPreferredOutputNumberOfChannels on iOS, it breaks audio output 2020-02-24 12:07:18 -08:00
Sam Lantinga
2c9871a4a8 Fixed surround sound support on Apple TV 2020-02-24 10:25:57 -08:00
Sam Lantinga
f4e23553d7 Fixed audio not coming out of the phone speakers while recording on iOS 2020-02-14 15:19:34 -08:00
Sam Lantinga
922b3dc3e7 Fixed re-setting the audio session category when closing an audio device 2020-02-14 14:18:12 -08:00
Sam Lantinga
14bf532df3 Fixed opening audio on Android from the Steam Link shell activity 2020-02-13 16:10:52 -08:00
Sam Lantinga
4bb95e8403 Implemented OpenSL-ES audio recording on Android 2020-02-11 16:14:02 -08:00
Sam Lantinga
b1c6e7c244 Fixed compile warning 2020-01-23 00:32:34 -08:00
Ryan C. Gordon
f30ef6ed3d audio: Fixed a '//' style comment. 2020-01-21 17:40:16 -05:00
Ryan C. Gordon
dbe5c14b33 audio: Calculate a legitimate SDL_AudioSpec::silence in SDL_LoadWAV_RW(). 2020-01-21 15:49:37 -05:00
Sam Lantinga
a8780c6a28 Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
Sam Lantinga
3ce56f621c Fixed error formatting 2020-01-13 08:12:10 -08:00
Sam Lantinga
e3cedf967d Add the destination format to the error when conversion isn't possible 2020-01-11 04:38:13 -08:00
Ryan C. Gordon
3da6a0b20e pulseaudio: don't let FlushCapture get stuck in an infinite loop on shutdown.
Fixes Bugzilla #4645.
2019-12-03 03:53:06 -05:00
Sylvain Becker
60d3965ece Readability: remove redundant return, continue, enum declaration 2019-10-30 15:36:17 +01:00
Sylvain Becker
b458d7a28f Readability: remove redundant cast to the same type 2019-10-30 15:13:55 +01:00
Sylvain Becker
ed469fa586 Fixed bug 4842 - Redundant condition in MS_ADPCM_Decode and IMA_ADPCM_Decode
(Thanks!)
2019-10-23 09:36:41 +02:00
Ryan C. Gordon
aef1ed4ac6 audio: Set (something close to) the correct silence value for U16 audio.
Partially fixes Bugzilla #4805.
2019-09-25 15:40:27 -04:00
Ryan C. Gordon
693755f0b2 coreaudio: Apple doesn't support U16 data, so convert in that case. 2019-09-25 15:07:07 -04:00
Sylvain Becker
70dc8d1648 Android: fix corresponding warnings 2019-08-30 08:55:20 +02:00
Sam Lantinga
455944c870 Fixed whitespace 2019-08-22 16:12:16 -07:00
Sam Lantinga
b521df66c3 [SDL][IOS] Audio fix - applies stream to sound data when resampling or reformatting is required. 2019-08-22 16:09:42 -07:00
Sylvain Becker
05f35c2420 Fix audio conversion U16_to_F32_SSE2 (bug 4186) 2019-08-19 21:23:47 +02:00
Sylvain Becker
1d220401ce Fixed bug 4186 - ARM/NEON audio converters cause strange clicking noises
reverse the order when storing ouput buffer
2019-08-19 20:35:02 +02:00
Sylvain Becker
c0fc94f2de Fixed bug 4186 - ARM/NEON audio converters cause strange clicking noises
reverse the order when storing ouput buffer
2019-08-19 16:57:15 +02:00
Ozkan Sezer
4953e050f5 use SDL_zeroa at more places where the argument is an array. 2019-07-31 05:11:40 +03:00
Ozkan Sezer
7a47c292c0 Fix bug 4746 - introduce SDL_zeroa macro. 2019-07-31 01:22:02 +03:00
Ozkan Sezer
fdc67c3c60 MS_ADPCM_Decode: fix assigning an array to a pointer (lose '&'). 2019-07-31 00:10:00 +03:00
Sam Lantinga
680e7937e0 Fixed bug 4710 - audio/alsa: avoid configuring hardware parameters with only a single period
Anthony Pesch

The previous code first configured the period size using snd_pcm_hw_par-
ams_set_period_size_near. Then, it further narrowed the configuration
space by calling snd_pcm_hw_params_set_buffer_size_near using a buffer
size of 2 times the _requested_ period size in order to try and get a
configuration with only 2 periods. If the configured period size was
larger than the requested size, the second call could inadvertently
narrow the configuration space to contain only a single period.

Rather than fixing the call to snd_pcm_hw_params_set_buffer_size_near
to use a size of 2 times the configured period size, the code has been
changed to use snd_pcm_hw_params_set_periods_min in order to more
clearly explain the intent.
2019-07-07 09:10:56 -07:00
Sam Lantinga
14e8b93e37 Fixed compiler warning 2019-06-18 14:24:24 -07:00
Ryan C. Gordon
90e2dc9891 A few minor changes to placate static analysis. 2019-06-14 18:23:51 -04:00
Ryan C. Gordon
289d109245 audio: Attempt to fix build on ARM versions of Visual Studio. 2019-06-14 16:52:42 -04:00
Ryan C. Gordon
33b235f4c3 audio: Fix ARM NEON audio converter bugs.
(Patch from Sylvain, I'm just applying it.)

Fixes Bugzilla #4186.
2019-06-14 15:52:48 -04:00
Ryan C. Gordon
5c56c88824 audio: patched to compile. 2019-06-14 15:47:32 -04:00
Ethan Lee
5bd9b8b167 Check src alignment for S32_to_F32 conversions 2019-06-14 09:51:22 -04:00
Ryan C. Gordon
2fa33d6f98 wave: Fixed static analysis warning about dead assignment.
(technically, this function never returns an error at this point, but since
it _does_ have an "uhoh, is this corrupt data?" comment that it ignores, we
should probably make sure we handle error cases in the future.  :)  )
2019-06-12 15:43:08 -04:00
Sylvain Becker
cd011bb1e7 SDL_Wave: missing field 'length' initializer 2019-06-12 10:42:02 +02:00
Ryan C. Gordon
254eb67775 windows: Don't let Visual Studio insert an implicit dependency on memset().
Fixes Bugzilla #4662.
2019-06-11 02:08:31 -04:00
Sam Lantinga
d8da33c03f Fixed bug 4662 - SDL failed to build due to error LNK2019: unresolved external symbol _memset referenced in function _IMA_ADPCM_Decode with MSVC on Windows
LinGao

We build SDL with Visual studio 2017 compiler on Windows Server 2016, but it failed to build due to error LNK2019: unresolved external symbol _memset referenced in function _IMA_ADPCM_Decode on latest default branch. And we found that it can be first reproduced on ca7283111ad0 changeset. Could you please help have a look about this issue? Thanks in advance!
2019-06-10 08:49:26 -07:00
Sam Lantinga
762b788f67 Cleanup on bug 3894 - Fuzzing crashes for SDL_LoadWAV
Simon Hug

Attached is a minor cleanup patch. It changes the option name of one hint to something better, puts one or two more checks in, and adds explicit casting where warnings could appear otherwise.

I hope the naming of the hints and their options is acceptable. It would be kind of awkward to change them after they get released with an official SDL version.
2019-06-09 12:46:10 -07:00
Sam Lantinga
a21b5b3018 Fixed build 2019-06-08 19:09:43 -07:00
Sam Lantinga
990e166a3b Fixed bug 3894 - Fuzzing crashes for SDL_LoadWAV
Simon Hug

I had a look at this and made some additions to SDL_wave.c.

The attached patch adds many checks and error messages. For some reason I also added A-law and ?-law decoders. Forgot exactly why... but hey, they're small.

The WAVE format is seriously underspecified (at least by the documents that are publicly available on the internet) and it's a shame Microsoft never put something better out there. The language used in them is so loose at times, it's not surprising the encoders and decoders behave very differently. The Windows Media Player doesn't even support MS ADPCM correctly.

The patch also adds some hints to make the decoder more strict at the cost of compatibility with weird WAVE files.

I still think it needs a bit of cleaning up (Not happy with the MultiplySize function. Don't like the name and other SDL code may want to use something like this too.) and some duplicated code may be folded together. It does work in this state and I have thrown all kinds of WAVE files at it. The AFL files also pass with it and some even play (obviously just noise). Crafty little fuzzer.

Any critique would be welcome. I have a fork of SDL with a audio-loadwav branch over here if someone wants to use the commenting feature of Bitbucket:

https://bitbucket.org/ChliHug/SDL

I also cobbled some Lua scripts together to create WAVE test files:

https://bitbucket.org/ChliHug/gendat
2019-06-08 19:02:42 -07:00
Sam Lantinga
31765242d6 Fixed bug 4294 - Audio: perform more validation on conversion request
janisozaur

There are many cases which are not able to be handled by SDL's audio conversion routines, including too low (negative) rate, too high rate (impossible to allocate).

This patch aims to report such issues early and handle others in a graceful manner. The "INT32_MAX / RESAMPLER_SAMPLES_PER_ZERO_CROSSING" value is the conservative approach in terms of what can _technically_ be supported, but its value is 4'194'303, or just shy of 4.2MHz. I highly doubt any sane person would use such rates, especially in SDL2, so I would like to drive this limit further down, but would need some assistance to do that, as doing so would have to introduce an arbitrary value. Are you OK with such approach? What would a good value be? Wikipedia (https://en.wikipedia.org/wiki/High-resolution_audio) lists 96kHz as the highest sampling rate in use, even if I quadruple it for a good measure, to 384kHz it's still an order of magnitude lower than 4MHz.
2019-06-08 18:22:18 -07:00
Sam Lantinga
3f19a6d5e8 CVE-2019-7578: Fix a buffer overread in InitIMA_ADPCM
If IMA ADPCM format chunk was too short, InitIMA_ADPCM() parsing it
could read past the end of chunk data. This patch fixes it.

CVE-2019-7578
https://bugzilla.libsdl.org/show_bug.cgi?id=4494

Signed-off-by: Petr P?sa? <ppisar@redhat.com>
2019-06-08 18:07:58 -07:00
Sam Lantinga
8a37848de9 Fixed bug 4605 - WASAPI_WaitDevice hang
Matt Brocklehurst

We've noticed that if you are playing audio on Windows via the WASAPI interface and you unplug and reconnect the device a few times the program hangs.

We've debugged the problem down to

static void
WASAPI_WaitDevice(_THIS)
{

   ... snip ...
 if (WaitForSingleObjectEx(this->hidden->event, INFINITE, FALSE) == WAIT_OBJECT_0) {
   ... snip ...
}

This WaitForSingleObjectEx does not havbe a time out defined, so it hangs there forever.

Our suggested fix we found was to include a time out of say 200mSec

We have done quite a bit of testing with this fix in place on various hardware configurations and it seems to have resolved the issue.
2019-06-08 13:41:46 -07:00
Sam Lantinga
15bae953b1 Fixed bug 4642 - Rework SDL_netbsdaudio to improve performance
Nia Alarie

The NetBSD audio driver has a few problems. Lots of obsolete code, and extremely bad performance and stuttering.

I have a patch in NetBSD's package system to improve it. This is my attempt to upstream it.

The changes include:

* Removing references to defines which are never used.
* Using the correct structures for playback and recording, previously they were the wrong way around.
* Using the correct types ('struct audio_prinfo' in contrast to 'audio_prinfo')
* Removing the use of non-blocking I/O, as suggested in #3177.
* Removing workarounds for driver bugs on systems that don't exist or use this driver any more.
* Removing all usage of SDL_Delay(1)
* Removing pointless use of AUDIO_INITINFO and tests that expect AUDIO_SETINFO to fail when it can't.

These changes bring its performance in line with the DSP audio driver.
2019-06-08 13:03:36 -07:00
Sam Lantinga
03cf24162f OpenSL ES audio cleanup and added a note with low latency audio discussion 2019-06-08 10:21:38 -07:00
Sam Lantinga
166d15fd75 Fixed surround sound channel setup for Android OpenSL ES audio driver 2019-06-07 15:09:15 -07:00
Sam Lantinga
723d014336 Fixed bug 4171 - SDL_GetQueuedAudioSize is broken with WASAPI
Cameron Gutman

I was trying to use SDL_GetQueuedAudioSize() to ensure my audio latency didn't get too high while streaming data in from the network. If I get more than N frames of audio queued, I know that the network is giving me more data than I can play and I need to drop some to keep latency low.

This doesn't work well on WASAPI out of the box, due to the addition of GetPendingBytes() to the amount of queued data. As a terrible hack, I loop 100 times calling SDL_Delay(10) and SDL_GetQueuedAudioSize() before I ever call SDL_QueueAudio() to get a "baseline" amount that I then subtract from SDL_GetQueuedAudioSize() later. However, because this value isn't actually a constant, this hack can cause SDL_GetQueuedAudioSize() - baselineSize to be < 0. This means I have no accurate way of determining how much data is actually queued in SDL's audio buffer queue.

The SDL_GetQueuedAudioSize() documentation says: "This is the number of bytes that have been queued for playback with SDL_QueueAudio(), but have not yet been sent to the hardware." Yet, SDL_GetQueuedAudioSize() returns > 0 value when SDL_QueueAudio() has never been called.

Based on that documentation, I believe the current behavior contradicts the documented behavior of this function and should be changed in line with Boris's patch.

I understand that exposing the IAudioClient::GetCurrentPadding() value is useful, but a solution there needs to take into account what of that data is silence inserted by SDL and what is actual data queued by the user with SDL_QueueAudio(). Until that happens, I think the best approach is to remove the GetPendingBytes() call until SDL is able to keep track of queued data to make sense of it. This would make SDL_GetQueuedAudioSize() possible to use accurately with WASAPI.
2019-06-04 17:32:15 -07:00
Sam Lantinga
f3e76ea1d0 Use the OpenSL ES audio driver by default on Android, as it has the lowest latency. 2019-05-23 13:47:30 -07:00