Commit Graph

123 Commits

Author SHA1 Message Date
Ryan C. Gordon
43d41c9dcb audio: Another attempt to make device add/remove work vs event watchers.
This patch reverts the previous reversion, and then adds code to queue up
events to be sent the next time SDL pumps the event queue. This guarantees
that the event watcher/filter _never_ runs from an SDL audio device thread
or some other backend-specific internal thread.
2023-10-23 00:38:41 -04:00
Ryan C. Gordon
442e84916a opensles: Fixed capitalization to match other SDL backends. 2023-10-18 13:57:32 -04:00
Ryan C. Gordon
7a52f7b3fd audio: Split Deinitialize into two stages.
First stage happens before we destroy objects, and is generally used to
shut down hotplug. The second stage is the usual deinit, which cleans up
the lowlevel API, unloads shared libraries, etc.
2023-10-18 10:43:45 -04:00
Ryan C. Gordon
b733adb503 audio: Fix device refcounting vs ProvidesOwnCallbackThread backends. 2023-10-16 20:17:04 -04:00
Ryan C. Gordon
a17f3ba916 audio: Reworked audio device disconnect management.
- No more tapdance to either join the audio device thread or have it detach
itself. Significant simplication of and fixes to the locking code to prevent
deadlocks.
- Physical devices now keep a refcount. Each logical device increments it,
as does the existence of a device thread, etc. Last unref destroys the
device and takes it out of the device_hash. Since there's a lot of moving
parts that might be holding a reference to a physical device, this seemed
like a safer way to protect the object.
- Disconnected devices now continue to function as zombie devices. Playback
devices will still consume data (and just throw it away), and capture devices
will continue to produce data (which always be silence). This helps apps
that don't handle disconnect events; the device still stops playing/capturing,
but bound audio streams will still consume data so they don't allocate more
data infinitely, and apps that depend on an audio callback firing regularly
to make progress won't hang.

Please note that disconnected audio devices must now be explicitly closed!
They always _should_ have been, but before this commit, SDL3 would destroy the
disconnected device for you (and manually closing afterwards was a safe no-op).

Reference Issue #8331.
Fixes #8386.

(and probably others).
2023-10-16 10:04:02 -04:00
Ryan C. Gordon
7f408e57ee audio: Keep all available devices in a hashtable instead of linked lists.
All devices are in a single hash, whether playback or capture, or physical
or logical. Lookups are keyed on device ID and map to either
`SDL_AudioDevice *` for physical devices or `SDL_LogicalAudioDevice *` for
logical devices (as an implementation detail, you can determine which object
type you have by checking a specific bit in the device ID).

This simplifies a bunch of code, makes some cases significantly more
efficient, and solves the problem of having to lock each physical
device while the device list rwlock is held to find logical devices by ID.

Device IDs hash perfectly evenly, too, being incrementing integers.
2023-10-14 13:34:42 -04:00
Sam Lantinga
4368f70ff9 Added properties to various SDL objects
The following objects now have properties that can be user modified:
* SDL_AudioStream
* SDL_Gamepad
* SDL_Joystick
* SDL_RWops
* SDL_Renderer
* SDL_Sensor
* SDL_Surface
* SDL_Texture
* SDL_Window
2023-10-11 22:38:00 -07:00
Ryan C. Gordon
044046bc50 audio: Fixed assertions when capture devices have wrong audio formats.
Fixes #8376.
2023-10-11 10:37:28 -04:00
Ryan C. Gordon
d2d4914ac3 audio: WaitDevice/WaitCaptureDevice now returns a result.
This is an attempt to centralize all the error handling, instead of
implicitly counting on WaitDevice implementations to disconnect the device
to report an error.
2023-10-03 10:35:18 -04:00
Ryan C. Gordon
6c33a05bdb audio: Removed unused AllowsArbitraryDeviceNames variable. 2023-10-02 23:07:00 -04:00
Ryan C. Gordon
a4541a255e audio: SDL_GetAudioStreamQueued now returns bytes, not frames.
Reference #8266.
2023-09-20 14:15:47 -04:00
Ryan C. Gordon
f8fdb20d8f audio: Destroy all existing SDL_AudioStreams on shutdown. 2023-09-20 10:47:11 -04:00
Ryan C. Gordon
62d4459972 audio: Removed declarations of functions that don't exist anymore. 2023-09-20 10:21:03 -04:00
Ryan C. Gordon
34b931f7eb audio: Added SDL_GetAudioStreamQueued 2023-09-20 10:15:03 -04:00
Ryan C. Gordon
23206b9e3f audio: Added SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED
This fires if an opened device changes formats (which it can on Windows,
if the user changes this in the system control panel, and WASAPI can
report), or if a default device migrates to new hardware and the format
doesn't match.

This will fire for all logical devices on a physical device (and if it's
a format change and not a default device change, it'll fire for the
physical device too, but that's honestly not that useful and might change).

Fixes #8267.
2023-09-20 10:12:10 -04:00
Ryan C. Gordon
23f60203a3 audio: precalculate if we can use simple copies instead of the full mixer.
This just saves a bunch of conditionals (and an atomic get!) per iteration
of the audio thread.
2023-09-20 09:58:27 -04:00
Brick
a62e62f97a Refactored SDL_audiocvt.c 2023-09-17 13:13:23 -07:00
Ryan C. Gordon
3a992af446 audio: Added a postmix callback to logical devices.
You can see it in action in testaudio by mousing over a logical device; it
will show a visualizer for the current PCM (whatever is currently being
recorded on a capture device, or whatever is being mixed for output on
playback devices).

Fixes #8122.
2023-09-09 16:26:37 -04:00
Ozkan Sezer
1d8dfbb223 avoid type redefinition errors after PR/8181 2023-09-04 21:29:40 +03:00
Brick
0e552761b7 Renamed AudioStreamSpeed to AudioStreamFrequencyRatio 2023-09-04 07:46:18 -07:00
Brick
43c3c5736d Track the formats of data in an SDL_AudioStream 2023-09-01 14:38:45 -04:00
Ryan C. Gordon
fd7cd91dc9 audio: Mix multiple streams in float32 to prevent clipping.
This only does this work if actually mixing; if the physical device only
has a single stream bound to it, it'll just write the data to the hardware
without the extra drama.

Fixes #8123.
2023-08-31 23:46:33 -04:00
Ryan C. Gordon
4e0c7c91fc audio: PlayDevice() should return an error code.
Higher level code treats errors as fatal and disconnects the device.
2023-08-30 19:17:19 -04:00
Ryan C. Gordon
3699b12ed0 audio: Fixed some "is_*" variables to be cleaner and/or more specific.
Requested at https://github.com/libsdl-org/SDL/pull/8165#discussion_r1306700881_
2023-08-29 10:46:14 -04:00
Sam Lantinga
82db2b58f9 Renamed audio stream callback and moved the userdata parameter first
In general SDL API callbacks are called with the userdata paramter first, to mimic C++ method call convention
2023-08-27 14:43:21 -07:00
Ryan C. Gordon
1e775e0eef audio: Replace SDL_CreateAndBindAudioStream with SDL_OpenAudioDeviceStream.
This is meant to offer a simplified API for people that are either migrating
directly from SDL2 with minimal effort or just want to make noise without
any of the fancy new API features.

Users of this API can just deal with a single SDL_AudioStream as their only
object/handle into the audio subsystem.

They are still allowed to open multiple devices (or open the same device
multiple times), but cannot change stream bindings on logical devices opened
through this function.

Destroying the single audio stream will also close the logical device behind
the scenes.
2023-08-27 16:54:30 -04:00
Brick
106abce69f Refactored GetAudioStreamDataInternal buffer handling
The final conversion step should now always go straight into the output buffer.
2023-08-25 08:43:56 -04:00
Brick
5b696996cd Added ResampleFrame_SSE 2023-08-25 08:43:56 -04:00
Brick
1f5327a9fb Removed future_buffer, left_padding, and right_padding from SDL_AudioStream 2023-08-25 08:43:56 -04:00
Brick
88123a5109 The history buffer should always have the maximum possible padding frames 2023-08-21 16:02:54 -04:00
Brick
383084e0ad Pre-calculate resampling rate, and use it instead of .freq in most places 2023-08-21 16:02:54 -04:00
Brick
47fea7f06b Used fixed-point arithmetic in ResampleAudio 2023-08-21 16:02:54 -04:00
Brick
cdaa19869d Track offset within the current sample when resampling 2023-08-21 16:02:54 -04:00
Ryan C. Gordon
c58d95c343 wasapi: Reworked for new SDL3 audio API, other win32 fixes.
The WinRT code has _also_ be updated, but it has not been
tested or compiled, yet.
2023-07-30 11:56:35 -04:00
Ryan C. Gordon
dc04f85646 audio: whoops, that should be an int. 2023-07-30 11:56:35 -04:00
Ryan C. Gordon
77b3fb06ee directsound: First shot at updating for SDL3 audio API.
This does an enormous amount of work in SDL_immdevice.c to simplify and
clean up that interface, while moving some of its responsibilities to the
higher level SDL_audio.c. I hope I saw the whole picture here, and this
wasn't foolhardy of me.

WASAPI has not been updated for these changes, or for SDL3 at all, yet. As
such, it continues to be broken for now. It will be updated soon.

This code compiles with my cross compiler, but hasn't been built with
Visual Studio, or tested in any form, so there might be obvious fixes
following along shortly.
2023-07-30 11:56:35 -04:00
Ryan C. Gordon
4399b71715 audio: Generalize how backends can lookup an SDL_AudioDevice. 2023-07-30 11:56:34 -04:00
Ryan C. Gordon
2fb122fe46 audio: backends now "find" instead of "obtain" devices by handle.
Every single case of this didn't want the device locked, so just looking
it up without having to immediately unlock it afterwards is better here.

Often these devices are passed on to other functions that want to lock them
themselves anyhow (disconnects, default changes, etc).
2023-07-30 11:56:34 -04:00
Ryan C. Gordon
0fb9e4baae audio: Remove no-longer-used SupportsNonPow2Samples 2023-07-30 11:56:05 -04:00
Ryan C. Gordon
533777eff5 audio: SDL_sysaudio.h comment conversion. 2023-07-30 11:56:04 -04:00
Ryan C. Gordon
8473e522e0 audio: unify device thread naming. 2023-07-30 11:56:04 -04:00
Ryan C. Gordon
258bc9efed audio: PlayDevice now passes the buffer, too, for convenience. 2023-07-30 11:56:04 -04:00
Ryan C. Gordon
22afa5735f audio: FreeDeviceHandle should pass the whole device, for convenience. 2023-07-30 11:56:03 -04:00
Ryan C. Gordon
a8323ebe68 audio: Better handling of ProvidesOwnCallbackThread backends. 2023-07-30 11:56:02 -04:00
Ryan C. Gordon
cfc8a0d17d pipewire: First shot at moving to the new SDL3 audio interfaces.
This needs a little work still, but it mostly works.
2023-07-30 11:56:01 -04:00
Ryan C. Gordon
13202642a3 aaudio: Fixed capitialization, plus some minor cleanups. 2023-07-30 11:56:01 -04:00
Ryan C. Gordon
dac25fe9eb audio: Seperate audio capture into Wait/Read operations.
Before it would just block in read operations, but separating this out
matches what output devices already do, and also lets us separate out the
unlocked waiting part from the fast part that holds the device lock.
2023-07-30 11:55:59 -04:00
Ryan C. Gordon
883aee32c5 audio: Let default formats differ for output and capture devices. 2023-07-30 11:55:58 -04:00
Ryan C. Gordon
fe1daf6fb5 audio: Mark disconnected default devices as "zombies".
Zombie devices just sit there doing nothing until a new default device
is chosen, and then they migrate all their logical devices before being
destroyed.

This lets the system deal with the likely outcome of a USB headset being
the default audio device, and when its cable is yanked out, the backend
will likely announce this _before_ it chooses a new default (or, perhaps,
the only device in the system got yanked out and there _isn't_ a new
default to be had until the user plugs the cable back in).

This lets the audio device hold on without disturbing the app until it can
seamlessly migrate audio, and it also means the backend does not have to
be careful in how it announces device events, since SDL will manage the
time between a device loss and its replacement.

Note that this _only_ applies to things opened as the default device
(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, etc). If those USB headphones are the
default, and one SDL_OpenAudioDevice() call asked for them specifically and
the other just said "give me the system default," the explicitly requested
open will get a device-lost notification immediately. The other open will
live on as a zombie until it can migrate to the new default.

This drops the complexity of the PulseAudio hotplug thread dramatically,
back to what it was previously, since it no longer needs to fight against
Pulse's asychronous nature, but just report device disconnects and new
default choices as they arrive.

loopwave has been updated to not check for device removals anymore; since
it opens the default device, this is now managed for it; it no longer
needs to close and reopen a device, and as far as it knows, the device
is never lost in the first place.
2023-07-30 11:55:56 -04:00
Ryan C. Gordon
ee10bab3cd audio: An enormous amount of work on managing default devices. 2023-07-30 11:55:55 -04:00