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audio: SDL_PutAudioStreamPlanarData should take a channel count.
Fixes #12894.
This commit is contained in:
@@ -65,12 +65,12 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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const SDL_FPoint point = { event->button.x, event->button.y };
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if (SDL_PointInRectFloat(&point, &rect_left_button)) { /* clicked left button? */
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const Uint8 *planes[] = { left, NULL }; /* specify NULL to say "this specific channel is silent" */
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SDL_PutAudioStreamPlanarData(stream, (const void * const *) planes, SDL_arraysize(left));
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SDL_PutAudioStreamPlanarData(stream, (const void * const *) planes, -1, SDL_arraysize(left));
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SDL_FlushAudioStream(stream); /* that's all we're playing until it completes. */
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playing_sound = -1; /* left is playing */
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} else if (SDL_PointInRectFloat(&point, &rect_right_button)) { /* clicked right button? */
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const Uint8 *planes[] = { NULL, right }; /* specify NULL to say "this specific channel is silent" */
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SDL_PutAudioStreamPlanarData(stream, (const void * const *) planes, SDL_arraysize(right));
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SDL_PutAudioStreamPlanarData(stream, (const void * const *) planes, -1, SDL_arraysize(right));
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SDL_FlushAudioStream(stream); /* that's all we're playing until it completes. */
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playing_sound = 1; /* right is playing */
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}
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@@ -1431,6 +1431,14 @@ extern SDL_DECLSPEC bool SDLCALL SDL_PutAudioStreamData(SDL_AudioStream *stream,
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* individual array may be NULL; in this case, silence will be interleaved for
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* that channel.
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*
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* `num_channels` specifies how many arrays are in `channel_buffers`. This can
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* be used as a safety to prevent overflow, in case the stream format has
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* changed elsewhere. If more channels are specified than the current input
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* spec, they are ignored. If less channels are specified, the missing arrays
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* are treated as if they are NULL (silence is written to those channels). If
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* the count is -1, SDL will assume the array count matches the current input
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* spec.
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*
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* Note that `num_samples` is the number of _samples per array_. This can also
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* be thought of as the number of _sample frames_ to be queued. A value of 1
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* with stereo arrays will queue two samples to the stream. This is different
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@@ -1440,6 +1448,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_PutAudioStreamData(SDL_AudioStream *stream,
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* \param stream the stream the audio data is being added to.
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* \param channel_buffers a pointer to an array of arrays, one array per
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* channel.
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* \param num_channels the number of arrays in `channel_buffers` or -1.
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* \param num_samples the number of _samples_ per array to write to the
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* stream.
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* \returns true on success or false on failure; call SDL_GetError() for more
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@@ -1456,7 +1465,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_PutAudioStreamData(SDL_AudioStream *stream,
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* \sa SDL_GetAudioStreamData
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* \sa SDL_GetAudioStreamQueued
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_PutAudioStreamPlanarData(SDL_AudioStream *stream, const void * const *channel_buffers, int num_samples);
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extern SDL_DECLSPEC bool SDLCALL SDL_PutAudioStreamPlanarData(SDL_AudioStream *stream, const void * const *channel_buffers, int num_channels, int num_samples);
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/**
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* Get converted/resampled data from the stream.
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@@ -910,15 +910,29 @@ GENERIC_INTERLEAVE_WITH_NULLS_FUNCTION(32)
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//GENERIC_INTERLEAVE_WITH_NULLS_FUNCTION(64) (we don't have any 64-bit audio data types at the moment.)
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#undef GENERIC_INTERLEAVE_WITH_NULLS_FUNCTION
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static void InterleaveAudioChannels(void *output, const void * const *channel_buffers, int num_samples, const SDL_AudioSpec *spec)
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static void InterleaveAudioChannels(void *output, const void * const *channel_buffers, int channels, int num_samples, const SDL_AudioSpec *spec)
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{
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const int channels = spec->channels;
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bool have_null_channel = false;
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for (int i = 0; i < channels; i++) {
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if (channel_buffers[i] == NULL) {
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have_null_channel = true;
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break;
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const void *channels_full[16];
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// if didn't specify enough channels, pad out a channel array with NULLs.
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if ((channels >= 0) && (channels < spec->channels)) {
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have_null_channel = true;
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SDL_assert(SDL_IsSupportedChannelCount(spec->channels));
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SDL_assert(spec->channels <= SDL_arraysize(channels_full));
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SDL_memcpy(channels_full, channel_buffers, channels * sizeof (*channel_buffers));
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SDL_memset(channels_full + channels, 0, (spec->channels - channels) * sizeof (*channel_buffers));
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channel_buffers = (const void * const *) channels_full;
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}
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channels = spec->channels; // it's either < 0, needs to be clamped to spec->channels, or we just padded it out to spec->channels with channels_full.
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if (!have_null_channel) {
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for (int i = 0; i < channels; i++) {
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if (channel_buffers[i] == NULL) {
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have_null_channel = true;
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break;
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}
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}
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}
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@@ -943,7 +957,7 @@ static void InterleaveAudioChannels(void *output, const void * const *channel_bu
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}
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}
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bool SDL_PutAudioStreamPlanarData(SDL_AudioStream *stream, const void * const *channel_buffers, int num_samples)
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bool SDL_PutAudioStreamPlanarData(SDL_AudioStream *stream, const void * const *channel_buffers, int num_channels, int num_samples)
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{
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if (!stream) {
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return SDL_InvalidParamError("stream");
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@@ -980,7 +994,7 @@ bool SDL_PutAudioStreamPlanarData(SDL_AudioStream *stream, const void * const *c
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const int len = SDL_AUDIO_FRAMESIZE(spec) * num_samples;
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#if DEBUG_AUDIOSTREAM
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SDL_Log("AUDIOSTREAM: wants to put %d bytes of separated data", len);
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SDL_Log("AUDIOSTREAM: wants to put %d bytes of planar data", len);
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#endif
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// Is the data small enough to just interleave it on the stack and put it through the normal interface?
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@@ -999,7 +1013,7 @@ bool SDL_PutAudioStreamPlanarData(SDL_AudioStream *stream, const void * const *c
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callback = FreeAllocatedAudioBuffer;
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}
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InterleaveAudioChannels(data, channel_buffers, num_samples, &spec);
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InterleaveAudioChannels(data, channel_buffers, num_channels, num_samples, &spec);
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// it's okay if the stream format changed on another thread while we didn't hold the lock; PutAudioStreamBufferInternal will notice
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// and set up a new track with the right format, and the next SDL_PutAudioStreamData will notice that stream->src_spec doesn't
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@@ -1283,6 +1283,6 @@ SDL_DYNAPI_PROC(bool,SDL_SetRenderTextureAddressMode,(SDL_Renderer *a,SDL_Textur
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SDL_DYNAPI_PROC(bool,SDL_GetRenderTextureAddressMode,(SDL_Renderer *a,SDL_TextureAddressMode *b,SDL_TextureAddressMode *c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetGPUDeviceProperties,(SDL_GPUDevice *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateGPURenderer,(SDL_Window *a,SDL_GPUShaderFormat b,SDL_GPUDevice **c),(a,b,c),return)
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SDL_DYNAPI_PROC(bool,SDL_PutAudioStreamPlanarData,(SDL_AudioStream *a,const void * const*b,int c),(a,b,c),return)
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SDL_DYNAPI_PROC(bool,SDL_PutAudioStreamPlanarData,(SDL_AudioStream *a,const void * const*b,int c,int d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(bool,SDL_SetAudioIterationCallbacks,(SDL_AudioDeviceID a,SDL_AudioIterationCallback b,SDL_AudioIterationCallback c,void *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_GetEventDescription,(const SDL_Event *a,char *b,int c),(a,b,c),return)
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