src/audio/SDL_audio.c


Log

Author Commit Date CI Message
Ryan C. Gordon 978df1ad 2016-08-06T03:39:15 disk audio: Implemented "capture" support, cleaned up some things.
Ryan C. Gordon 73153901 2016-08-06T02:47:27 audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()).
Ryan C. Gordon 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.
Ryan C. Gordon 9b2a59ef 2016-08-05T02:04:48 audio: Changed OnlyHasDefaultInputDevice to OnlyHasDefaultCaptureDevice.
Ryan C. Gordon 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.
Ryan C. Gordon 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.
Ryan C. Gordon 6bd1ec6b 2016-08-02T15:04:33 audio: a little more robustness in the capture device's thread.
Ryan C. Gordon 0d0f7080 2016-08-02T13:50:21 audio: implemented higher level infrastructure for running capture devices.
Ryan C. Gordon 6d5c9c1e 2016-08-02T13:48:52 audio: Made some SDL_AudioDevice fields atomic. This makes sure they're properly communicated to the audio threads.
Ryan C. Gordon 67f2538c 2016-08-01T13:32:27 audio: changed some internal ints to be SDL_bools.
Ryan C. Gordon 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.
Ryan C. Gordon ee099750 2016-08-01T00:18:56 audio: Initial bits to enable audio capture support.
Ryan C. Gordon 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.
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().