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https://github.com/libsdl-org/SDL.git
synced 2026-05-08 14:52:00 +00:00
[N-Gage] Resolve hang on repeated app launch.
CAudio::~CAudio() waited on MaoscBufferCopied(KErrAbort) to set EStateDone, but that callback can never fire once the active scheduler loop has exited, deadlocking every close. - StopThread() before iStream->Stop() in ~CAudio() - Force iState = EStateDone instead of waiting on a dead callback - Add 5s timeout to AudioIsReady() poll in E32Main() - Fix CleanupStack LIFO pop order (mainApp before gRenderer)
This commit is contained in:
@@ -75,13 +75,17 @@ void CAudio::ConstructL(TInt aLatency)
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CAudio::~CAudio()
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{
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if (iStream) {
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// Stop the processing thread before stopping the stream.
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StopThread();
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iStream->Stop();
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while (iState != EStateDone) {
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User::After(100000); // 100ms.
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}
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// MaoscBufferCopied(KErrAbort) can't fire here because the active
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// scheduler is no longer pumping; force the state to avoid deadlock.
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iState = EStateDone;
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delete iStream;
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iStream = NULL;
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}
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}
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@@ -98,12 +102,9 @@ void CAudio::Start()
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}
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}
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void CAudio::RunL()
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{
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iTimerActive = EFalse;
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}
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void CAudio::DoCancel()
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@@ -117,10 +118,8 @@ void CAudio::StartThread()
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TInt heapMinSize = 8192; // 8 KB initial heap size.
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TInt heapMaxSize = 1024 * 1024; // 1 MB maximum heap size.
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TInt err = iProcess.Create(_L("ProcessThread"), ProcessThreadCB, KDefaultStackSize * 2, heapMinSize, heapMaxSize, this);
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if (err == KErrNone)
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{
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if (err == KErrNone) {
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TThreadPriority prio = EPriorityLess;
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const char *prioHint = SDL_GetHint(SDL_HINT_AUDIO_NGAGE_PROCESS_PRIORITY);
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@@ -130,7 +129,6 @@ void CAudio::StartThread()
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RThread().SetPriority(prio);
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}
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iProcess.SetPriority(prio);
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iProcess.Resume();
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} else {
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@@ -148,42 +146,36 @@ void CAudio::StopThread()
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}
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/***************************************************
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* ProcessThreadCB -
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*
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* This thread calls the SDL mixer when the buffer is ready and self->iState == EStatePlaying (basically other than initial stated, when not writing)
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*
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* It only mixes, never calls WriteL
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****************************************************/
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* ProcessThreadCB -
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*
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* This thread calls the SDL mixer when the buffer is ready and self->iState == EStatePlaying (basically other than initial stated, when not writing)
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*
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* It only mixes, never calls WriteL
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****************************************************/
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TInt CAudio::ProcessThreadCB(TAny *aPtr)
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{
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CTrapCleanup *cleanup = CTrapCleanup::New();
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if (!cleanup)
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return KErrNoMemory;
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CAudio *self = static_cast<CAudio *>(aPtr);
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SDL_AudioDevice *device = NGAGE_GetAudioDeviceAddr();
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TInt processTick = 40000; // Default 40ms
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const char *tickHint = SDL_GetHint(SDL_HINT_AUDIO_NGAGE_PROCESS_TICK);
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if (tickHint)
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{
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if (tickHint) {
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processTick = SDL_atoi(tickHint) * 1000;
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}
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while (self->iStreamStarted)
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{
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if (self->iState == EStatePlaying && !self->iBufferReady)
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{
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/* Ask SDL to mix audio into buffer[fill_index]*/
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while (self->iStreamStarted) {
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if (self->iState == EStatePlaying && !self->iBufferReady) {
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/* Ask SDL to mix audio into buffer[fill_index]*/
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SDL_PlaybackAudioThreadIterate(device);
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/* Signal AudioThreadCB to write it*/
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/* Signal AudioThreadCB to write it*/
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self->iBufferReady = ETrue;
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}
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else
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{
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} else {
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/*if we are not ready to obtain the mix data we sleep a bit this thread*/
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User::After(processTick);
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}
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@@ -195,17 +187,17 @@ TInt CAudio::ProcessThreadCB(TAny *aPtr)
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static TBool gAudioRunning;
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/***************************************************
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* AudioThreadCB -
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*
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* This thread owns the scheduler and calls WriteL, wich queues the assigned sound buffer to be played
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****************************************************/
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* AudioThreadCB -
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*
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* This thread owns the scheduler and calls WriteL, wich queues the assigned sound buffer to be played
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****************************************************/
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TInt AudioThreadCB(TAny *aParams)
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{
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CTrapCleanup *cleanup = CTrapCleanup::New();
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CActiveScheduler *scheduler = new CActiveScheduler();
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CActiveScheduler::Install(scheduler);
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TRAPD(err, {
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TInt latency = *(TInt *)aParams;
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CAudio *audio = CAudio::NewL(latency);
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@@ -215,7 +207,6 @@ TInt AudioThreadCB(TAny *aParams)
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gAudioRunning = ETrue;
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audio->Start();
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TInt processTick = 5000; // Default 5ms
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const char *tickHint = SDL_GetHint(SDL_HINT_AUDIO_NGAGE_PROCESS_TICK);
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@@ -223,34 +214,27 @@ TInt AudioThreadCB(TAny *aParams)
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processTick = SDL_atoi(tickHint) * 1000;
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}
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while (gAudioRunning)
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{
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while (gAudioRunning) {
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TInt error;
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CActiveScheduler::RunIfReady(error, CActive::EPriorityIdle);
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/*there is some mix data sound ready*/
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if (audio->iBufferReady)
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{
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if (audio->iBufferReady) {
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audio->iBufferReady = EFalse;
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SDL_AudioDevice *device = NGAGE_GetAudioDeviceAddr();
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if (device && device->hidden)
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{
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if (device && device->hidden) {
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SDL_PrivateAudioData *phdata = (SDL_PrivateAudioData *)device->hidden;
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audio->iState = EStateWriting;
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/*sends the chuck mixed to the queue*/
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audio->iBufDes.Set(phdata->buffer[phdata->fill_index], device->buffer_size, device->buffer_size);
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TRAPD(werr, audio->iStream->WriteL(audio->iBufDes));
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if (werr != KErrNone)
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{
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if (werr != KErrNone) {
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/*asks ProcessThreadCB to bring another mix chunk*/
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audio->iState = EStatePlaying;
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}
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else
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{
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} else {
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/*swap buffers so while this buffer is being played we can get the mix of the next one if we can*/
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phdata->fill_index = 1 - phdata->fill_index;
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}
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@@ -270,16 +254,15 @@ TInt AudioThreadCB(TAny *aParams)
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}
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/***************************************************
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* MaoscOpenComplete -
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*
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* Opens the audiostream
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*
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* *******************************************************/
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* MaoscOpenComplete -
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*
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* Opens the audiostream
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*
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* *******************************************************/
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void CAudio::MaoscOpenComplete(TInt aError)
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{
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if (aError == KErrNone)
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{
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if (aError == KErrNone) {
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/*setting the volume to max, users can change the volume later of their channels individually in code*/
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iStream->SetVolume(iStream->MaxVolume());
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iStreamStarted = ETrue;
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@@ -296,11 +279,8 @@ void CAudio::MaoscOpenComplete(TInt aError)
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/* Kickstart: device is guaranteed valid now*/
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this->iState = EStatePlaying;
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}
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else
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{
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} else {
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SDL_Log("Error: Failed to open audio stream: %d", aError);
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}
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}
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@@ -314,17 +294,12 @@ void CAudio::MaoscOpenComplete(TInt aError)
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void CAudio::MaoscBufferCopied(TInt aError, const TDesC8 & /*aBuffer*/)
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{
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if (aError == KErrNone)
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{
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if (aError == KErrNone) {
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iState = EStatePlaying;
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}
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else if (aError == KErrAbort)
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{
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} else if (aError == KErrAbort) {
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/* The stream has been stopped.*/
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iState = EStateDone;
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}
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else
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{
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} else {
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SDL_Log("Error: Failed to copy audio buffer: %d", aError);
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}
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}
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@@ -338,13 +313,12 @@ void CAudio::MaoscBufferCopied(TInt aError, const TDesC8 & /*aBuffer*/)
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void CAudio::MaoscPlayComplete(TInt aError)
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{
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/* If we finish due to an underflow, we'll need to restart playback.
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Normally KErrUnderlow is raised at stream end, but in our case the API
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should never see the stream end -- we are continuously feeding it more
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data! Many underflow errors mean that the latency target is too low.*/
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if (aError == KErrUnderflow)
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{
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if (aError == KErrUnderflow) {
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/* Restart the stream hardware */
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iStream->Stop();
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TInt ignoredError;
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@@ -355,22 +329,17 @@ void CAudio::MaoscPlayComplete(TInt aError)
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return;
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} else if (aError != KErrNone) {
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}
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/* We shouldn't get here.*/
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SDL_Log("%s: %d", SDL_FUNCTION, aError);
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}
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TBool AudioIsReady()
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{
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return gAudioRunning;
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}
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RThread audioThread;
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void InitAudio(TInt *aLatency)
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@@ -87,9 +87,15 @@ GLDEF_C TInt E32Main()
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TInt targetLatency = 225;
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InitAudio(&targetLatency);
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// Wait until audio is ready.
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while (!AudioIsReady()) {
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// Wait until audio is ready (timeout after ~5 seconds).
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TInt audioWaitMs = 0;
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while (!AudioIsReady() && audioWaitMs < 5000) {
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User::After(100000); // 100ms.
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audioWaitMs += 100;
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}
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if (!AudioIsReady()) {
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SDL_Log("Error: Audio failed to initialise within timeout");
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User::Leave(KErrTimedOut);
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}
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// Create and start the rendering backend.
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@@ -104,8 +110,8 @@ GLDEF_C TInt E32Main()
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// Start the active scheduler to handle events.
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CActiveScheduler::Start();
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CleanupStack::PopAndDestroy(gRenderer);
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CleanupStack::PopAndDestroy(mainApp);
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CleanupStack::PopAndDestroy(gRenderer);
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User::SwitchHeap(oldHeap);
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@@ -154,6 +160,7 @@ static bool callbacks_initialized = false;
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static void ShutdownApp(SDL_AppResult result)
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{
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callbacks_initialized = false;
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DeinitAudio();
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SDL_AppQuit(NULL, result);
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SDL_Quit();
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