src/audio/coreaudio

Branch


Log

Author Commit Date CI Message
Ryan C. Gordon 86786ed5 2023-05-08T14:25:01 coreaudio: Flush/stop the AudioQueue before disposing of it. Otherwise, a CoreAudio thread lingers forever, and coreaudiod eats CPU until the SDL process terminates. Fixes #7689.
Sam Lantinga 0d763800 2023-03-09T15:10:00 Code style: changed "sizeof foo" to "sizeof(foo)" (thanks @sezero!) (cherry picked from commit c6443d86c92e962683a1efe5f123a144988875b5)
Sam Lantinga 0479df53 2023-01-09T09:48:21 Updated copyright for 2023
Pierre Wendling d0bbfdbf 2022-12-01T16:07:03 Clang-Tidy fixes (#6725) (cherry picked from commit 3c501b963dd8f0605a6ce7978882df39ba76f9cd)
Sam Lantinga b8d85c69 2022-11-30T12:51:59 Update for SDL3 coding style (#6717) I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base. In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted. The script I ran for the src directory is added as build-scripts/clang-format-src.sh This fixes: #6592 #6593 #6594 (cherry picked from commit 5750bcb174300011b91d1de20edb288fcca70f8c)
Ryan C. Gordon b0dc6709 2022-11-07T14:26:48 coreaudio: Don't use deprecated kAudioObjectPropertyElementMaster symbol. Fixes #6449.
Ryan C. Gordon e7ab581d 2022-10-19T09:14:16 coreaudio: Dispose of AudioQueue before waiting on the thread. Otherwise the thread might block for a long time (more than 10 seconds!). It's not clear to me why this happens, or why its safe to do this with a resource that's still in use, but we have, until recently, always disposed of the AudioQueue first, so changing back is probably okay. Also changed the disposal to allow in-flight buffers to reach hardware; otherwise you lose the last little bit of audio that's already been queued but not played, which you can hear clearly in the loopwave test program. Fixes #6377.
daniel e41942e8 2022-10-05T13:36:25 fix compilation error SDL_coreaudio mixing declarations and code
Ryan C. Gordon e6640ef2 2022-09-30T14:53:07 coreaudio: Possibly fixed another shutdown race condition. Reference Issue #6159.
Jarod Hillman 40893821 2022-09-29T10:33:07 coreaudio: Add support for SDL_GetDefaultAudioInfo (#6277) Co-authored-by: Ethan Lee <flibitijibibo@gmail.com> Co-authored-by: Ozkan Sezer <sezeroz@gmail.com>
Ryan C. Gordon f6565c32 2022-09-28T09:27:45 coreaudio: Remove redundant variable.
Ryan C. Gordon 411582c7 2022-09-28T09:22:17 coreaudio: Don't crash on shutdown in a race condition. Fixed #6159.
Ethan Lee 90b86b13 2022-07-17T10:35:09 audio: Handle non-power-of-two spec.samples when unsupported Fixes #3685
Pierre Wendling 6c536afd 2022-06-27T15:43:17 Fix C89 declaration for macOS modules. Since Clang 14, `-Wdeclaration-after-statement` is enforced on every standard.
Ryan C. Gordon dc62fec5 2022-05-20T21:07:25 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.
pionere a70bb259 2022-01-20T13:16:03 drop handle parameter of OpenDevice
pionere 47ddb04e 2022-01-20T12:31:02 cleanup/sync the main loop of *_OpenDevice functions to pick audio format II.
pionere 2eafe434 2022-01-20T12:18:59 cleanup/sync the main loop of *_OpenDevice functions to pick audio format
pionere 1043dd8c 2022-01-19T12:58:04 adjust handling of iscapture - drop iscapture parameter of OpenDevice - use SDL_bool for iscapture
pionere 60deadba 2022-01-17T17:22:30 re-use return value of SDL_SetError/WIN_SetErrorFromHRESULT/SDL_OutOfMemory
pionere 0dda8a7f 2022-01-17T11:21:01 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)
Sam Lantinga 120c76c8 2022-01-03T09:40:00 Updated copyright for 2022
Per Nyblom 86ee383f 2021-05-25T09:59:45 Removed duplicate SDL_AtomicGet()
Ethan Lee 67e8522d 2021-02-27T17:37:25 Add SDL_GetAudioDeviceSpec. This API is supported by pipewire, pulseaudio, coreaudio, wasapi, and disk.
Sam Lantinga 9130f7c3 2021-01-02T10:25:38 Updated copyright for 2021
Sam Lantinga cb361896 2020-12-09T07:16:22 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.
Ryan C. Gordon 1b8dee7c 2020-10-31T11:32:40 coreaudio: Remove unnecessary include of CoreServices.h
Sam Lantinga ff53521b 2020-06-04T12:26:57 Fixed Bluetooth audio output on Apple TV
Sam Lantinga a990a34a 2020-04-14T22:26:02 Cleanly switch between audio recording, playback, and both, on iOS
Sam Lantinga 2ae1c0f5 2020-04-14T09:52:27 Allow Bluetooth headphones for iOS playandrecord mode
Sam Lantinga f3e60967 2020-04-02T12:27:29 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.
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 abdc5cbf 2020-03-26T19:30:17 Allow background music to play in the "play and record" case on iOS
Sam Lantinga e3b0713e 2020-02-24T12:07:18 Don't call setPreferredOutputNumberOfChannels on iOS, it breaks audio output
Sam Lantinga 2c9871a4 2020-02-24T10:25:57 Fixed surround sound support on Apple TV
Sam Lantinga f4e23553 2020-02-14T15:19:34 Fixed audio not coming out of the phone speakers while recording on iOS
Sam Lantinga 922b3dc3 2020-02-14T14:18:12 Fixed re-setting the audio session category when closing an audio device
Sam Lantinga a8780c6a 2020-01-16T20:49:25 Updated copyright date for 2020
Ryan C. Gordon 693755f0 2019-09-25T15:07:07 coreaudio: Apple doesn't support U16 data, so convert in that case.
Sam Lantinga 455944c8 2019-08-22T16:12:16 Fixed whitespace
Sam Lantinga b521df66 2019-08-22T16:09:42 [SDL][IOS] Audio fix - applies stream to sound data when resampling or reformatting is required.
Sam Lantinga abcfe804 2019-05-14T14:20:54 [SDL] iOS fix bug with audio interrupted by a phone call not restoring.
Ryan C. Gordon 2fbfe8b9 2019-03-25T12:59:30 coreaudio: Set audio callback thread priority. Fixes Bugzilla #4155.
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
Sam Lantinga 8325df25 2018-05-24T07:30:24 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.
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
Ryan C. Gordon fa156741 2017-10-13T01:15:29 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.
Sam Lantinga fe6b8f1c 2017-09-22T11:25:52 Fixed Mac OS X build
Sam Lantinga 407e1693 2017-09-22T11:15:14 Fixed audio being silent on older iOS devices Tested on an iPod running iOS 6.1
Sam Lantinga 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
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 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.
Ryan C. Gordon 3fd35f6b 2017-05-24T01:28:03 coreaudio: looks like we need more like a 10ms buffer minimum, not 50ms.
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.
Ryan C. Gordon 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.
Alex Szpakowski 75fb07a6 2017-05-03T18:05:29 iOS: Only mark interrupted audio devices as non-interrupted if AudioQueueStart is successful.
Sam Lantinga 71a4e8ed 2017-02-23T12:10:02 Stop CoreAudio from doing expensive audio rate conversion
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Philipp Wiesemann 8e88f081 2016-09-21T23:06:49 Mac: Fixed whitespace around function return type.
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.
Alex Szpakowski f0505766 2016-09-13T22:18:06 Initial Apple TV / tvOS support. The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used. A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
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 f9d9708f 2016-09-02T13:11:28 coreaudio: Move some variable declarations to the top of the scope.
Ryan C. Gordon 5de11a5f 2016-08-09T16:58:06 Added a FIXME.
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 a9ef240c 2016-08-03T00:30:12 coreaudio: Implemented audio capture for iOS.
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 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...?
Alex Szpakowski 4a468739 2016-05-21T00:20:52 Removed Mac OS 10.5 support (bug #3137). Also fixed a warning about deprecated Carbon code when using SDL_audio (bug #3127, thanks Dominik!)
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.
Ryan C. Gordon 11cffe1d 2015-03-19T15:43:00 SDL_RemoveAudioDevice() should specify capture vs output. This lets us reuse values between the two categories without conflicting, etc.
Ryan C. Gordon f9cfd9fa 2015-03-18T02:01:17 Bunch of reworking to how we manage audio devices. Device enumeration now happens at startup and then is managed exclusively through hotplugging instead of full redetection. The device name list now has a unique "handle" associated with each item and SDL will pass this to the backend so they don't have to figure out how a human readable name maps to real hardware for a second time. Other cleanups, fixes, improvements, plus all the audio backends updated to the new interface...largely untested at this point, though.
Ryan C. Gordon 0e02ce08 2015-03-16T02:11:39 Initial work on audio device hotplug support. This fills in the core pieces and fully implements it for Mac OS X. Most other platforms, at the moment, will report a disconnected device if it fails to write audio, but don't notice if the system's device list changed at all.
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 60329e6a 2015-02-03T21:22:25 Added missing guards.
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.
Ryan C. Gordon a43dbfad 2014-03-20T16:56:37 Static analysis fix: Removed unused variable. (We don't care if closing the device fails anyhow).
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.