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6c536afd
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2022-06-27T15:43:17
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Fix C89 declaration for macOS modules.
Since Clang 14, `-Wdeclaration-after-statement` is enforced on every
standard.
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dc62fec5
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2022-05-20T21:07:25
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audio: Fix locking in backends that manage their own callback threads.
Otherwise you might get a race where an app pauses the device, but
the audio callback still manages to run after the pause is in place.
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a70bb259
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2022-01-20T13:16:03
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drop handle parameter of OpenDevice
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47ddb04e
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2022-01-20T12:31:02
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cleanup/sync the main loop of *_OpenDevice functions to pick audio format II.
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2eafe434
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2022-01-20T12:18:59
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cleanup/sync the main loop of *_OpenDevice functions to pick audio format
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1043dd8c
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2022-01-19T12:58:04
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adjust handling of iscapture
- drop iscapture parameter of OpenDevice
- use SDL_bool for iscapture
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60deadba
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2022-01-17T17:22:30
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re-use return value of SDL_SetError/WIN_SetErrorFromHRESULT/SDL_OutOfMemory
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0dda8a7f
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2022-01-17T11:21:01
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cleanup init functions of audio
- use SDL_bool if possible
- assume NULL/SDL_FALSE filled impl
- skip zfill of current_audio at the beginning of SDL_AudioInit (done before the init() calls)
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120c76c8
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2022-01-03T09:40:00
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Updated copyright for 2022
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86ee383f
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2021-05-25T09:59:45
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Removed duplicate SDL_AtomicGet()
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67e8522d
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2021-02-27T17:37:25
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Add SDL_GetAudioDeviceSpec.
This API is supported by pipewire, pulseaudio, coreaudio, wasapi, and disk.
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9130f7c3
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2021-01-02T10:25:38
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Updated copyright for 2021
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cb361896
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2020-12-09T07:16:22
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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.
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ff53521b
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2020-06-04T12:26:57
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Fixed Bluetooth audio output on Apple TV
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a990a34a
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2020-04-14T22:26:02
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Cleanly switch between audio recording, playback, and both, on iOS
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2ae1c0f5
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2020-04-14T09:52:27
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Allow Bluetooth headphones for iOS playandrecord mode
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f3e60967
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2020-04-02T12:27:29
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Fixed setting the "playandrecord" audio hint on Apple TV
The Apple TV doesn't have record capability by default, so activating the audio session with AVAudioSessionCategoryPlayAndRecord fails.
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55b4f18e
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2020-03-29T01:54:00
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coreaudio: The default SDL audio device now tracks the system output default.
So if you go into System Preferences on a MacBook and toggle between a pair of
connected bluetooth headphones and built-in internal speakers, SDL will
switch the device it is playing sound through, to match this setting, on the
fly.
Likewise if the default output device is a USB thing and is unplugged; as the
default device changes at the system level, SDL will pick this up and carry
on with the new default. This is different from our unplug detection for
specific devices, as in those cases we want to send the app a disconnect
notification, instead of migrating transparently as we now do for default
devices.
Note that this should also work for capture devices; if the device changes,
SDL will start recording from the new default.
Fixes Bugzilla #4851.
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abdc5cbf
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2020-03-26T19:30:17
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Allow background music to play in the "play and record" case on iOS
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e3b0713e
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2020-02-24T12:07:18
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Don't call setPreferredOutputNumberOfChannels on iOS, it breaks audio output
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2c9871a4
|
2020-02-24T10:25:57
|
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Fixed surround sound support on Apple TV
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f4e23553
|
2020-02-14T15:19:34
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Fixed audio not coming out of the phone speakers while recording on iOS
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922b3dc3
|
2020-02-14T14:18:12
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Fixed re-setting the audio session category when closing an audio device
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a8780c6a
|
2020-01-16T20:49:25
|
|
Updated copyright date for 2020
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693755f0
|
2019-09-25T15:07:07
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coreaudio: Apple doesn't support U16 data, so convert in that case.
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455944c8
|
2019-08-22T16:12:16
|
|
Fixed whitespace
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b521df66
|
2019-08-22T16:09:42
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[SDL][IOS] Audio fix - applies stream to sound data when resampling or reformatting is required.
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abcfe804
|
2019-05-14T14:20:54
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[SDL] iOS fix bug with audio interrupted by a phone call not restoring.
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2fbfe8b9
|
2019-03-25T12:59:30
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coreaudio: Set audio callback thread priority.
Fixes Bugzilla #4155.
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6a3356ab
|
2019-03-25T12:24:38
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Backed out changeset cec31de4e126
This was meant to migrate CoreAudio onto the same SDL_RunAudio() path that
most other audio drivers are on, but it introduced a bug because it doesn't
deal with dropped audio buffers...and fixing that properly just introduces
latency.
I might revisit this later, perhaps by reworking SDL_RunAudio to allow for
this sort of API better, or redesigning the whole subsystem or something, I
don't know. I'm not super-thrilled that this has to exist outside of the usual
codepaths, though.
Fixes Bugzilla #4481.
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5e13087b
|
2019-01-04T22:01:14
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|
Updated copyright for 2019
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8325df25
|
2018-05-24T07:30:24
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|
Fixed bug 4169 - Crash due to audio session observer race condition
Jona
The following explains why this bug was happening:
This crash was caused because the audio session was being set as active [session setActive:YES error:&err] when the audio device was actually being CLOSED. Certain cases the audio session being set to active would fail and the method would return right away. Because of the way the error was handled we never removed the SDLInterruptionListener thus leaking it. Later when an interruption was received the THIS_ object would contain a pointer to an already released device causing the crash.
The fix:
When only one device remained open and it was being closed we needed to set the audio session as NOT active and completely ignore the returned error to successfully release the SDLInterruptionListener. I think the user assumed that the open_playback_devices and open_capture_devices would equal 0 when all of them where closed but the truth is that at the end of the closing process that the open devices count is decremented.
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dc8b55e5
|
2018-04-16T02:11:09
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coreaudio: Use the standard SDL audio thread instead of spinning a new one.
Fixes corner cases, like the audio callback not firing if the device is
disconnected, etc.
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e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
|
|
fa156741
|
2017-10-13T01:15:29
|
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coreaudio: changed device close procedure to prevent long hangs in some cases.
The audioqueue thread needs to keep running, and processing the CFRunLoop
until the AudioQueue is disposed of, otherwise CoreAudio will hang waiting for
final data to feed the device.
At least, I think this is how it all works. It definitely fixes the bug here!
Since AudioQueueDispose() calls AudioQueueStop() internally, there's no need
for our thread to handle this, either, which is good because the AudioQueue
would be disposed by this point. So now the AudioQueue is disposed first, and
then our thread is joined, and everything works out okay.
Just in case, we mark the device "paused" before setting everything in motion,
so any further callbacks from CoreAudio will write silence and not fire the
app's audio callback again.
Fixes Bugzilla #3868.
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fe6b8f1c
|
2017-09-22T11:25:52
|
|
Fixed Mac OS X build
|
|
407e1693
|
2017-09-22T11:15:14
|
|
Fixed audio being silent on older iOS devices
Tested on an iPod running iOS 6.1
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c08a7a74
|
2017-09-15T17:27:32
|
|
Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category,
determining whether the phone mute switch affects the audio
|
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6844d92c
|
2017-05-24T13:28:13
|
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coreaudio: we don't need to track number of allocated audio buffers anymore.
CoreAudio takes care of iterating through the buffers and freeing them now,
so we don't have to manage this ourselves.
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fc4402e5
|
2017-05-24T13:25:31
|
|
coreaudio: Better handling of audio buffer queue management.
We don't fill buffers just to throw them away during shutdown now, we let the
AudioQueue free its own buffers during disposal (which fixes possible warnings
getting printed to stderr by CoreAudio), and we stop the queue after running
any queued audio during shutdown, which prevents dropping the end of the
audio playback if you opened the device with an enormous sample buffer.
Fixes Bugzilla #3555.
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3fd35f6b
|
2017-05-24T01:28:03
|
|
coreaudio: looks like we need more like a 10ms buffer minimum, not 50ms.
|
|
793c788b
|
2017-05-24T00:12:22
|
|
coreaudio: dynamically allocate AudioQueueBuffers.
We need more than two buffers to flip between if they are small, or CoreAudio
won't make any sound; apparently it needs X milliseconds of audio queued when
it needs to play more or it drops any queued buffers. We are currently
guessing 50 milliseconds as a minimum, but there's probably a more proper
way to get the minimum time period from the system.
Fixes Bugzilla #3656.
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c878b59b
|
2017-05-10T16:18:43
|
|
audio: fixed more "spec" references that should have been "callbackspec".
This should catch all the ones for audio targets that have provided their
own audio threads.
|
|
75fb07a6
|
2017-05-03T18:05:29
|
|
iOS: Only mark interrupted audio devices as non-interrupted if AudioQueueStart is successful.
|
|
71a4e8ed
|
2017-02-23T12:10:02
|
|
Stop CoreAudio from doing expensive audio rate conversion
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
8e88f081
|
2016-09-21T23:06:49
|
|
Mac: Fixed whitespace around function return type.
|
|
f0fca288
|
2016-09-18T19:22:09
|
|
Handle audio interruptions on iOS/tvOS. Fixes bugs 2569 and 2960.
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|
4209a1fd
|
2016-09-15T19:59:57
|
|
CoreAudio iOS/tvOS: Use AVFoundation instead of AudioSession. Fixes audio on tvOS.
Note that linking with AVFoundation is now required if you don't disable SDL_audio compilation on iOS and tvOS.
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