src/audio/coreaudio/SDL_coreaudio.h


Log

Author Commit Date CI Message
Sam Lantinga 120c76c8 2022-01-03T09:40:00 Updated copyright for 2022
Sam Lantinga 9130f7c3 2021-01-02T10:25:38 Updated copyright for 2021
Ryan C. Gordon 1b8dee7c 2020-10-31T11:32:40 coreaudio: Remove unnecessary include of CoreServices.h
Ryan C. Gordon 55b4f18e 2020-03-29T01:54:00 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.
Sam Lantinga a8780c6a 2020-01-16T20:49:25 Updated copyright date for 2020
Ryan C. Gordon 6a3356ab 2019-03-25T12:24:38 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.
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Ryan C. Gordon dc8b55e5 2018-04-16T02:11:09 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.
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Sam Lantinga 0d011ec6 2017-08-28T00:22:23 Renaming of guard header names to quiet -Wreserved-id-macro
Ryan C. Gordon 6844d92c 2017-05-24T13:28:13 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.
Ryan C. Gordon 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.
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Alex Szpakowski f0fca288 2016-09-18T19:22:09 Handle audio interruptions on iOS/tvOS. Fixes bugs 2569 and 2960.
Alex Szpakowski 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.
Ryan C. Gordon 0265d3af 2016-09-04T01:23:55 coreaudio: Move from AudioUnits to AudioQueues. AudioQueues are available in Mac OS X 10.5 and later (and iOS 2.0 and later). Their API is much more clear (and if you don't mind the threading tapdance to get its own CFRunLoop) much easier to use in general for our purposes. As an added benefit: they seemlessly deal with format conversion in ways AudioUnits don't: for example, my MacBook Pro's built-in microphone won't capture at 8000Hz and the AudioUnit version wouldn't resample to hide this fact; the AudioQueue version, however, can handle this.
Ryan C. Gordon 3b53304a 2016-09-03T00:13:41 coreaudio: capture devices should let the system allocate the render buffer.
Ryan C. Gordon fda7a3d1 2016-09-02T13:12:21 coreaudio: Replaced an int with an SDL_bool.
Ryan C. Gordon a9ef240c 2016-08-03T00:30:12 coreaudio: Implemented audio capture for iOS.
Ryan C. Gordon 015dd8dd 2016-08-01T00:20:47 audio: Implemented capture support for Mac OS X CoreAudio. I don't know what iOS wants yet, so this code might work there, too...?
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Philipp Wiesemann 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().
Sam Lantinga 2c4a6ea0 2015-05-26T06:27:46 Updated the copyright year to 2015
Ryan C. Gordon b72938c8 2015-04-20T12:22:44 Windows: Always set the system timer resolution to 1ms by default. An existing hint lets apps that don't need the timer resolution changed avoid this, to save battery, etc, but this fixes several problems in timing, audio callbacks not firing fast enough, etc. Fixes Bugzilla #2944.
Alex Szpakowski fe6c797c 2015-04-10T23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
Edward Rudd b88ca1b4 2015-02-10T16:28:56 the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here. Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture. More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
Philipp Wiesemann b48e54aa 2015-01-26T22:00:29 Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation Jonas Kulla The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c. I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
David Ludwig 70438be2 2014-12-03T10:55:23 WinRT: fixed bug whereby SDL would override an app's default orientation WinRT apps can set a default, preferred orientation via a .appxmanifest file. SDL was overriding this on app startup, and making the app use all possible orientations (landscape and portrait). Thanks to Eric Wing for the heads up on this!
Philipp Wiesemann 9c398852 2014-11-22T22:20:40 Corrected header file documentation comment.
Pierre-Loup A. Griffais 24c86b55 2014-09-11T19:24:42 [X11] Reconcile logical keyboard state with physical state on FocusIn since the window system doesn't do it for us like other platforms. This prevents sticky keys and missed keys when going in and out of focus, for example Alt would appear to stick if switching away from an SDL app with Alt-Tab and had to be pressed again. CR: Sam
David Ludwig 3dcb451f 2014-04-09T21:29:19 Added a README file regarding WinRT support To note, this file is currently formatted with CRLF line endings, rather than LF, to allow the file to be viewed with Notepad.
Sam Lantinga 58edac3e 2014-02-02T00:53:27 Fixed bug 2374 - Update copyright for 2014... Is it that time already??
Gabriel Jacobo f848adff 2013-11-29T10:06:08 Improve Android pause/resume behavior.
Ryan C. Gordon 7e1289af 2013-11-24T23:56:17 Make internal SDL sources include SDL_internal.h instead of SDL_config.h The new header will include SDL_config.h, but allows for other global stuff.
Gabriel Jacobo dad42067 2013-08-12T11:13:50 Fixes #2022, do not resume on Android when surfaceChanged If the app is in landscape mode and the user presses the power button, a pause is followed immediately by a surfaceChanged event because the lock screen is shown in portrait mode. This triggers a "false" resume. So, we just pause and resume following the onWindowFocusChanged events. Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before blocking the event pump.
Sam Lantinga 1ad936eb 2013-08-11T19:56:43 Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow() Rainer Deyke I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.