Some of the SDL_Convert_F32_to_*_SSE2 do not explicitly clamp the input,
but instead rely on saturating casts.
Inputs very far outside the valid [-1.0, 1.0] range may produce
an incorrect result, but I believe that is an acceptable trade-off.
This usually manifests as a clicking sound, because it often produces
a value outside the range -1.0f to 1.0f based on whatever random data
is past the buffer, which later stages of audio conversion will clamp
to a maximum value for the audio format. Since this tends to be a single
bad sample generated at the end of the resampled buffer, it sounds like
a repeating click in streamed data.
I'd like a more efficient means to clamp this value to not overflow the
buffer, but this puts out the immediate fire.
The current status is stored in the SDL_rwops 'status' field to be able to determine whether a 0 return value is caused by end of file, an error, or a non-blocking source not being ready.
The functions to read sized datatypes now return SDL_bool so you can detect read errors.
Fixes https://github.com/libsdl-org/SDL/issues/6729
This is allegedly lower-latency than the AAudioStream_write interface,
but more importantly, it let me set this up to block in WaitDevice.
Also turned on the low-latency performance mode, which trades battery life
for a more efficient audio thread to some unspecified degree.
This involved moving an `#ifdef` out of SDL_audio.c for thread priority,
so the default ThreadInit now does the usual stuff for non-Android platforms,
the Android platforms provide an implementatin of ThreadInit with their
side of the `#ifdef` and other platforms that implement ThreadInit
incorporated the appropriate code...which is why WASAPI is touched in here.
The Android bits compile, but have not been tested, and there was some
reworkings in the Java bits, so this might need some further fixes still.
I have no way to compile or test this atm, so this will likely need
further attention. I ended up cleaning this up a ton and adding missing
features, so the code changes are pretty dramatic vs a simple conversion
to SDL3...so tread carefully in here.