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6046fd4c
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2017-02-14T03:03:27
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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.
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175f1e8f
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2017-02-13T16:55:00
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audio: Added a ThreadDeinit() method to match ThreadInit.
Not used by any targets at the moment, but will be shortly!
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886736a2
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2017-02-11T16:38:16
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Fixed bug 3584 - Small stack size for audio callback thread
Walter van Niftrik
We have found that since SDL 2.0.5 the audio callback thread is created with a very small stack size. In our application this is leading to stack overflows.
We believe there is a bug at http://hg.libsdl.org/SDL/file/391fd532f79e/src/audio/SDL_audio.c#l1132, where the is_internal_thread flag appears to be inverted.
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ede5c734
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2017-01-24T19:38:01
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Generalized the audio resampling hint for other resampling methods in the future
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c7f9dcb6
|
2017-01-24T15:52:22
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audio: Offer a hint for libsamplerate quality/speed tradeoff.
This defaults to the internal SDL resampler, since that's the likely default
without a system-wide install of libsamplerate, but those that need more can
tweak this.
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57182930
|
2017-01-16T00:58:28
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audio: Implemented SIMD support for audio data type converters.
This currently adds an SSE2 implementation (but it's #ifdef'd out for now,
until it's hooked up to the configure script and such).
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a41103b1
|
2017-01-09T05:59:30
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audio: Patched to compile if linking directly to libsamplerate.
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35166609
|
2017-01-08T14:28:44
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audio: Patched to compile with libsamplerate support (again).
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19e937fc
|
2017-01-08T14:18:03
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audio: libsamplerate loading now happens once at init time.
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37f404fb
|
2017-01-06T00:47:42
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Fixed confusion between Ryan's new audio stream and the audio buffer we were calling stream in the callback
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748f4605
|
2017-01-06T03:38:14
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audio: Add an assert to make sure non-streaming audio uses good buffer sizes.
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b3e8db80
|
2017-01-06T01:07:34
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audio: rename fake_stream to work_buffer.
It's more than an alternative for when the OS can't provide a DMA buffer, now.
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992124d4
|
2017-01-06T01:02:58
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audio: Fixed SDL_AudioStreamGet() function parameters.
There was a draft of this where it did audio conversion into the final buffer,
if there was enough room available past what you asked for, but that interface
got removed, so the parameters didn't make sense (and we were using the
wrong one in any case, too!).
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f07a1a5a
|
2017-01-05T21:31:02
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emscriptenaudio: Reworked to use SDL_AudioStream.
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3761b5f6
|
2017-01-05T20:11:19
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|
Fixed a few compiler warnings.
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|
30178a9b
|
2017-01-05T19:29:38
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|
audio: Added SDL_AudioStream. Non-power-of-two resampling now works!
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
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|
b2f6c4c1
|
2016-12-19T11:15:53
|
|
Fixed bus error when converting 16-bit to float for non-integral-multiple sample rates
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|
c0231875
|
2016-12-06T12:23:17
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|
audio: Fixed compiler warnings.
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|
a0e003ee
|
2016-12-06T02:23:54
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|
Refactored the audio queueing code to a generic SDL_DataQueue interface.
This is not a public API (at the moment), but we will be needing this for
other internal things soon.
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|
57d01d7d
|
2016-11-13T22:57:41
|
|
Patch from Sylvain to fix clang warnings
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|
7d2108ce
|
2016-10-07T19:39:43
|
|
audio: Backed out the audio-thread detaching changes.
It added a ton of complexity. A simpler solution might arise at some
point though.
|
|
f6a280ab
|
2016-10-07T15:13:46
|
|
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.
|
|
551cdc8d
|
2016-10-07T14:42:24
|
|
audio: better way to calculate buffer drain wait times.
|
|
76f48acf
|
2016-10-07T14:35:25
|
|
audio: threading and device hang improvements.
This tries to make SDL robust against device drivers that have hung up,
apps don't freeze in catastrophic (but not necessarily uncommon) conditions.
Now we detach the audio thread and let it clean up and don't care if it
never actually runs to completion.
|
|
9257b72d
|
2016-10-05T00:12:16
|
|
Backed out a very unsafe change that was trying to prevent audio hang at quit.
Ryan and I have ideas on a better way to handle this.
|
|
bac61096
|
2016-10-04T06:48:07
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|
ensure SDL_AUDIODEVICEREMOVED gets sent when hotplug removes a device
James Zipperer
The problem I was seeing was that the the ALSA hotplug thread would call SDL_RemoveAudioDevice, but my application code was not seeing an SDL_AUDIODEVICEREMOVED event to go along with it. To fix it, I added some code into SDL_RemoveAudioDevice to call SDL_OpenedAudioDeviceDisconnected on the corresponding open audio device. There didn't appear to be a way to cross reference the handle that SDL_RemoveAudioDevice gets and the SDL_AudioDevice pointer that SDL_OpenedAudioDeviceDisconnected needs, so I ended up adding a void *handle field to struct SDL_AudioDevice so that I could do the cross reference.
Is there some other way beside adding a void *handle field to the struct to get the proper information for SDL_OpenedAudioDeviceDisconnected?
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|
69cf1703
|
2016-10-04T06:46:46
|
|
fix deadlock on close device
James Zipperer
snd_pcm_drain doesn't always drain when you unplug a usb device. Use snd_pcm_drop instead
|
|
2558c9c8
|
2016-10-04T06:45:28
|
|
fix audio deadlock
James Zipperer
Close the audio device before waiting for the audio thread to complete, which fixes a situation where the audio thread never completes
Add an additional check in the audio thread to see if the device is enabled and bail out if the device is no longer enabled
|
|
e435659c
|
2016-08-11T22:26:58
|
|
audio: Cleaned up "extern AudioBootStrap" list.
|
|
6f4bcd24
|
2016-08-11T22:22:09
|
|
audio: Renamed some internal driver symbols in various targets.
|
|
b879595a
|
2016-08-10T14:14:14
|
|
audio: Patched to compile on C89 compilers.
|
|
a05bde21
|
2016-08-09T00:44:59
|
|
audio: Only allocate fake_stream if we're using the standard audio threads.
|
|
be8d7a46
|
2016-08-09T00:44:05
|
|
audio: simplifed check for internal callback.
Easier to check when it's NULL instead of a list of known internal functions.
|
|
978df1ad
|
2016-08-06T03:39:15
|
|
disk audio: Implemented "capture" support, cleaned up some things.
|
|
73153901
|
2016-08-06T02:47:27
|
|
audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()).
|
|
e7347a40
|
2016-08-06T02:27:55
|
|
audio: SDL_ClearQueuedAudio() should free everything but two packets.
Otherwise, if you had a massive, one-time queue buildup, the memory from that
remains allocated until you close the device. Also, if you are just using a
reasonable amount of space, this would previously cause you to reallocate it
over and over instead of keeping a little bit of memory around.
|
|
9b2a59ef
|
2016-08-05T02:04:48
|
|
audio: Changed OnlyHasDefaultInputDevice to OnlyHasDefaultCaptureDevice.
|
|
9b647727
|
2016-08-05T01:44:41
|
|
audio: Clean up some CloseDevice() interface details.
- It's now always called if device->hidden isn't NULL, even if OpenDevice()
failed halfway through. This lets implementation code not have to clean up
itself on every possible failure point; just return an error and SDL will
handle it for you.
- Implementations can assume this->hidden != NULL and not check for it.
- implementations don't have to set this->hidden = NULL when done, because
the caller is always about to free(this).
- Don't reset other fields that are in a block of memory about to be free()'d.
- Implementations all now free things like internal mix buffers last, after
closing devices and such, to guarantee they definitely aren't in use anymore
at the point of deallocation.
|
|
979de761
|
2016-08-05T01:44:15
|
|
audio: Removed internal SDL_audiomem.h and macros.
I think this was important for SDL 1.2 because some targets needed
special device memory for DMA buffers or locked memory buffers for use in
hardware interrupts or something, but since it just defines to SDL_malloc
and SDL_free now, I took it out for clarity's sake.
|
|
6bd1ec6b
|
2016-08-02T15:04:33
|
|
audio: a little more robustness in the capture device's thread.
|
|
0d0f7080
|
2016-08-02T13:50:21
|
|
audio: implemented higher level infrastructure for running capture devices.
|
|
6d5c9c1e
|
2016-08-02T13:48:52
|
|
audio: Made some SDL_AudioDevice fields atomic.
This makes sure they're properly communicated to the audio threads.
|
|
67f2538c
|
2016-08-01T13:32:27
|
|
audio: changed some internal ints to be SDL_bools.
|
|
c754662d
|
2016-08-01T11:45:45
|
|
audio: Make SDL_AudioDevice::shutdown an atomic value.
Just to make sure this get communicated to the audio thread properly.
|
|
ee099750
|
2016-08-01T00:18:56
|
|
audio: Initial bits to enable audio capture support.
|
|
c61675dc
|
2016-04-12T16:45:10
|
|
threads: Move SDL's own thread creation to a new internal API.
This allows us to set an explicit stack size (overriding the system default
and the global hint an app might have set), and remove all the macro salsa
for dealing with _beginthreadex and such, as internal threads always set those
to NULL anyhow.
I've taken some guesses on reasonable (and tiny!) stack sizes for our
internal threads, but some of these might turn out to be too small in
practice and need an increase. Most of them are simple functions, though.
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
0e45984f
|
2015-06-21T17:33:46
|
|
Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
|