Commit Graph

38 Commits

Author SHA1 Message Date
Ozkan Sezer
265a1cc97a use WIN_StringToUTF8W instead of WIN_StringToUTF8 where needed (#2)
cf. bug #5435.
- SDL_wasapi_win32.c (GetWasapiDeviceName): pwszVal is WCHAR*
- windows/SDL_sysfilesystem.c (SDL_GetBasePath, SDL_GetPrefPath)
- windows/SDL_sysurl.c (SDL_SYS_OpenURL): wurl is WCHAR*
- SDL_windowssensor.c (ConnectSensor): bstr_name is WCHAR*
- windows/SDL_systhread.c (SDL_SYS_SetupThread): strw is WCHAR*
2021-01-05 15:50:02 +03:00
Ozkan Sezer
ed39f2f3f9 SDL_wasapi_win32.c (WASAPI_PlatformThreadInit): use L instead of TEXT()
because AvSetMmThreadCharacteristicsW specifically accepts WCHAR* input
cf. bug #5435.
2021-01-04 01:23:50 +03:00
Ozkan Sezer
01a2f27679 consistently use TEXT() macro with LoadLibrary() and GetModuleHandle()
cf. bug #5435.
2021-01-04 01:23:50 +03:00
Sam Lantinga
9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00
Sam Lantinga
cb36189692 Fixed bug 5235 - All internal sources should include SDL_assert.h
Ryan C. Gordon

We should really stick this in SDL_internal.h or something so it's always available.
2020-12-09 07:16:22 -08:00
Ryan C. Gordon
68777406e5 windows: Fix calls to CoCreateInstance() so last parameter is a LPVOID *. 2020-05-20 16:58:33 -04:00
Ryan C. Gordon
fba081e489 wasapi: Patched to compile on C89 systems, and use SDL_ceilf instead of ceilf. 2020-04-07 14:51:08 -04:00
Ryan C. Gordon
4c2be47207 wasapi: Improve WASAPI audio backend latency (thanks, Anthony!).
Anthony Pesch's notes on his patch:

"Currently, the WASAPI backend creates a stream in shared mode and sets the
device's callback size to be half of the shared stream's total buffer size.

This works, but doesn't coordinate will with the actual hardware. The hardware
will raise an interrupt after every period which in turn will signal the
object being waited on inside of WaitDevice. From my empirical testing, the
callback size was often larger than the period size and not a multiple of it,
which resulted in poor latency when trying to time an application based on the
audio callback. The reason for this looked something like:

* The device's callback would be called and and the audio buffer was filled.
* WaitDevice would be called.
* The hardware would raise an interrupt after one period.
* WaitDevice would resume, see that a a full callback had not been played and
  then wait again.
* The hardware would raise an interrupt after another period.
* WaitDevice would resume, see that a full callback + some extra amount had
  been played and then it would again call our callback and this process would
  repeat.

The effect of this is that the pacing between subsequent callbacks is poor -
sometimes it's called very quickly, sometimes it's called very late.

By matching the callback's size to the stream's period size, the pacing of
calls to the user callback is improved substantially. I didn't write an actual
test for this, but my use case for this was my Dreamcast emulator
(https://redream.io) which uses the audio callback to help drive the emulation
speed. Without this change and with the default shared stream buffer (which
has a period of ~10ms) I would get frame times that were between ~3-30
milliseconds; after this change I get frame times of ~11-22 milliseconds.

Note, this patch also has a change that removes passing a duration to the
Initialize call. It seems that the default duration used (when 0 is passed)
does typically match up with the duration returned by GetDevicePeriod, however
the Initialize docs say:

> To set the buffer to the minimum size required by the engine thread, the
> client should call Initialize with the hnsBufferDuration parameter set to 0.
> Following the Initialize call, the client can get the size of the resulting
> buffer by calling IAudioClient::GetBufferSize.

This change isn't strictly required, but I made it to hopefully rule out
another source of unexpected latency."

Fixes Bugzilla #4592.
2020-04-07 14:37:24 -04:00
Sam Lantinga
b6afbe6317 Added SDL_log.h to SDL_internal.h so logging is available everywhere 2020-04-07 09:38:57 -07:00
Ethan Lee
27889d0261 winrt: Wait for EnumerationCompleted before leaving WASAPI_EnumerateEndpoints 2020-03-03 12:31:41 -05:00
Sam Lantinga
a8780c6a28 Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
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
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
5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Ryan C. Gordon
4a50a04213 wasapi/win32: Sort initial device lists by device GUID.
This makes an unchanged set of hardware always report devices in the same
order on each run.
2018-10-21 22:40:17 -04:00
Ethan Lee
7f9854b9b2 WinRT: Wait until audio device activation is complete and PrepDevice during OpenAudio 2018-09-25 01:45:12 -04:00
Sam Lantinga
99a0c0f0e2 Fixed MinGW-w64 build 2018-02-24 08:23:44 -08:00
Ryan C. Gordon
c7e4366530 wasapi: let Windows do the resampling for us if possible. 2018-02-21 21:34:06 -05:00
Ryan C. Gordon
7e1fa0ce53 wasapi: fixed typo in an assert message. 2018-02-21 21:34:35 -05:00
sezero
40b27fd51b revert the recent typecast assignment changes (see bug #4079)
also change the void* typedefs for the two vulkan function
pointers added in vulkan_internal.h  into generic function
pointer typedefs.
2018-02-12 17:00:00 +03:00
Sam Lantinga
90e72bf4e2 Fixed ISO C99 compatibility
SDL now builds with gcc 7.2 with the following command line options:
-Wall -pedantic-errors -Wno-deprecated-declarations -Wno-overlength-strings --std=c99
2018-01-30 18:08:34 -08:00
Ryan C. Gordon
488824017a wasapi: Fixed some compiler warnings. 2018-01-22 09:36:40 -05:00
Sam Lantinga
e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Ryan C. Gordon
77bb49b7a7 wasapi: Patched to compile on non-UWP WinRT builds. 2017-12-31 03:34:16 -05:00
Ryan C. Gordon
ab4695f48f wasapi: switched to event-driven interface.
This reduces latency and improves battery life.
2017-12-13 14:35:55 -05:00
Ryan C. Gordon
351d6d4784 audio: Port WASAPI to WinRT, remove XAudio2 backend.
XAudio2 doesn't have capture support, so WASAPI was to replace it; the holdout
was WinRT, which still needed it as its primary audio target until the WASAPI
code code be made to work.

The support matrix now looks like:

WinXP: directsound by default, winmm as a fallback for buggy drivers.
Vista+: WASAPI (directsound and winmm as fallbacks for debugging).
WinRT: WASAPI
2017-12-06 12:24:32 -05:00
Sam Lantinga
bcf0e07107 Added WASAPI audio target to autoconf build process 2017-08-18 17:29:44 -07:00
Sam Lantinga
77ca0f273c Fixed crash if the WASAPI audio device couldn't be recovered 2017-07-27 22:55:18 -07:00
Sam Lantinga
4a734209a3 Fixed infinite recursion if the WASAPI audio device couldn't be recovered 2017-07-27 22:52:19 -07:00
Sam Lantinga
f033ce61e1 Fixed typo in WASAPI shutdown code 2017-07-27 02:41:58 -07:00
Ryan C. Gordon
e5918acf46 wasapi: properly report init failure if on pre-Vista version of Windows.
We really should change the Init interface to return 0 on success and -1 on
error, like everything else, to avoid this sort of confusion.
2017-05-28 00:41:55 -04:00
Ryan C. Gordon
91e6054b03 wasapi: don't mark capture devices as failed for AUDCLNT_S_BUFFER_EMPTY.
Fixes Bugzilla #3633.
2017-05-19 12:40:55 -04:00
Ryan C. Gordon
81ab6c98fd Patched to compile on Windows. 2017-05-18 16:27:36 -04:00
Ryan C. Gordon
13b6d9959a wasapi: Replace tabs with strings in source code. 2017-05-18 15:46:06 -04:00
Ryan C. Gordon
adabc38439 wasapi: Deal with AUDCLNT_S_BUFFER_EMPTY when flushing audio device. 2017-05-18 15:43:51 -04:00
Ryan C. Gordon
028716e79f wasapi: deal with default device changes, and more robust failure recovery. 2017-03-30 16:33:47 -04:00
Ryan C. Gordon
c85c57a05d wasapi: Handle lost audio device endpoints.
This gracefully recovers when a device format is changed, and will switch
to the new default device if the current one is unplugged, etc.

This does not handle when a new default device is added; it only notices
if the current default goes away. That will be fixed by implementing the
stubbed-out MMNotificationClient_OnDefaultDeviceChanged() function.
2017-03-29 14:23:39 -04:00
Ryan C. Gordon
6046fd4cb0 wasapi: Initial WASAPI support, for Windows Vista and later.
This should remain binary compatible with Windows XP, as we dynamically
load anything we need and fall back to DirectSound/WinMM/XAudio2 if not
available.
2017-02-14 03:03:27 -05:00