Commit Graph

140 Commits

Author SHA1 Message Date
Sam Lantinga
7882e60f0e Don't log an error for disconnected audio devices 2025-06-20 11:05:08 -07:00
Sam Lantinga
d7939abf42 Use consistent style for pointer declarations and casts 2025-06-18 10:03:44 -07:00
Ryan C. Gordon
c04624972e alsa: Simplify ALSA_WaitDevice.
- Check for specific availability instead of waiting for "device ready."
- Don't use snd_pcm_wait, just use a simple SDL_Delay (nothing to recover).
- Fixed SDL_max call that should have been SDL_min (now using SDL_clamp).
- ALSA_RecordDevice() now returns 0 if no availability, which kicks us back
  to WaitDevice to try again, as an extra safety check.
2025-06-17 20:40:00 -04:00
Ryan C. Gordon
ae17b04c0d alsa: Don't start the hardware until the device thread is ready to do work.
Otherwise, in the time it takes the thread to start and other init tasks to
complete, we tend to get an underrun on some systems, which ALSA logs to
stderr.

So this is moved to an InitThread implementation, which runs from the device
thread, right before it begins its main loop.

Reference PR #12632.
2025-03-24 19:41:26 -04:00
Petar Popovic
b5297de56f Add 'const' to pointer parameters 2025-02-21 15:59:40 -08:00
Frank Praznik
6f3b14a6df audio/video: Fix uninitialized field warnings 2025-02-14 17:16:10 -05:00
Petar Popovic
983cfe8b1c Remove even more newlines from log messages 2025-01-23 09:32:50 -08:00
Sam Lantinga
f2074d7af3 Updated copyright for 2025 2025-01-01 07:45:52 -08:00
Petar Popovic
5f25691c85 Fix C23 empty initializer warning. 2024-12-29 18:17:24 -08:00
Ryan C. Gordon
0bb42cb023 alsa: a few more minor formatting tweaks. 2024-12-16 12:19:48 -05:00
Ryan C. Gordon
483ceb5355 alsa: Reenable SDL's internal channel map support when ALSA can't swizzle. 2024-12-16 12:19:48 -05:00
Ryan C. Gordon
35360ec4d7 alsa: Use more hints for opening default devices. 2024-12-16 12:19:48 -05:00
Ryan C. Gordon
576f13ac7c alsa: Put debug logging back into correct category and logging level. 2024-12-16 12:19:48 -05:00
Ryan C. Gordon
ff96c59df4 alsa: Add back in code to guess the correct ALSA device prefix. 2024-12-16 12:19:48 -05:00
Ryan C. Gordon
b108b54c6a alsa: Bring up to current SDL coding conventions and standards, other tweaks. 2024-12-16 12:19:48 -05:00
Ryan C. Gordon
639855b7e5 alsa: Remove direct calls to memset 2024-12-16 12:19:48 -05:00
Ryan C. Gordon
a4a1dff219 alsa: remove loop macro 2024-12-16 12:19:48 -05:00
Ryan C. Gordon
b9c062c858 alsa: Pulled in latest changes from @sylware 2024-12-16 12:19:48 -05:00
Sam Lantinga
76e7bc4c04 Added support for ALSA dmix audio output (thanks @sylware!)
Fixes https://github.com/libsdl-org/SDL/issues/8577
2024-12-16 12:19:48 -05:00
Sam Lantinga
fe2880fcda Rename SDL_SetThreadPriority() to SDL_SetCurrentThreadPriority()
Fixes https://github.com/libsdl-org/SDL/issues/11055
2024-10-04 08:57:03 -07:00
Ryan C. Gordon
0b5e01a305 loadso: library handles are now SDL_SharedObject* instead of void*.
Improved the SDL_loadso.h documentation a little, too.

Fixes #11009.
2024-10-01 12:16:10 -04:00
Sam Lantinga
8d223b3037 Renamed atomic functions to match SDL 3.0 naming convention
This will also allow us to cleanly add atomic operations for other types in the future.
2024-09-17 08:53:27 -07:00
Sam Lantinga
9ff3446f03 Use SDL_bool instead an int return code in the SDL API
Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool.

Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test:
@ bool_return_type  @
identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$";
@@
(
  func(
  ...
  )
- == 0
|
- func(
+ !func(
  ...
  )
- < 0
|
- func(
+ !func(
  ...
  )
- != 0
|
- func(
+ !func(
  ...
  )
- == -1
)
2024-08-27 10:31:46 -07:00
Sam Lantinga
8f546bb3c9 Use C99 bool internally in SDL 2024-08-22 13:30:02 -07:00
Sam Lantinga
ff0e42c51c Removed the SDL_AUDIO_ALSA_DEBUG environment variable
The debug info is available if you set SDL_HINT_LOGGING to "audio=debug"
2024-08-05 08:54:10 -07:00
Sam Lantinga
f05cd85048 Added SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE 2024-08-05 08:54:10 -07:00
Ryan C. Gordon
4755055bc3 audio: Separate channel maps out of SDL_AudioSpec. 2024-07-10 15:43:57 -04:00
Ryan C. Gordon
16e7fdc4f2 audio: Add channel remapping to SDL_AudioSpec and SDL_AudioStream.
Fixes #8367.
2024-07-03 14:38:33 -04:00
Ryan C. Gordon
38f0214e8a audio: Refer to audio devices to "playback" and "recording".
Fixes #9619.
2024-06-15 01:08:12 -04:00
Sam Lantinga
5b3ee51c6c Updated copyright for 2024 2024-01-01 13:15:26 -08:00
Ryan C. Gordon
447b508a77 error: SDL's allocators now call SDL_OutOfMemory on error.
This means the allocator's caller doesn't need to use SDL_OutOfMemory directly
if the allocation fails.

This applies to the usual allocators: SDL_malloc, SDL_calloc, SDL_realloc
(all of these regardless of if the app supplied a custom allocator or we're
using system malloc() or an internal copy of dlmalloc under the hood),
SDL_aligned_alloc, SDL_small_alloc, SDL_strdup, SDL_asprintf, SDL_wcsdup...
probably others. If it returns something you can pass to SDL_free, it should
work.

The caller might still need to use SDL_OutOfMemory if something that wasn't
SDL allocated the memory: operator new in C++ code, Objective-C's alloc
message, win32 GlobalAlloc, etc.

Fixes #8642.
2023-11-30 00:14:27 -05:00
Sylvain Becker
04b6b2979f Re-add SDL_assert() with non boolean ptr syntax (#8530) 2023-11-11 12:28:24 +03:00
Sylvain
d8600f717e Pointer as bool (libsdl-org#7214) 2023-11-09 14:18:36 -08:00
Sam Lantinga
f3261fedcc Code cleanup now that SDL_bool is equivalent to a C boolean expression 2023-11-03 09:54:04 -07:00
Frank Praznik
082ef41566 alsa: Fix crash from invalid handle pointer
ALSA expects handles to be of type ALSA_Device, and passing the handle for the default device as a plain string causes a crash as it attempts to deference the string contents itself as a pointer to a string.

Create immutable static ALSA_Device structs for the default devices and pass those as the handles. They are not placed in the hotplug list, and the audio layer doesn't attempt to free ALSA handles, so there is no need to worry about them being erroneously freed.
2023-10-25 19:37:43 -04:00
Sam Lantinga
b8cc51875a Fixed build 2023-10-23 19:36:14 -07:00
Sam Lantinga
0413e21e54 Fixed audio device removed events for ALSA
We don't match dev->name by string, since we might use the same string for both capture and output devices. Instead use the device pointer itself as the handle.

@icculus, are we guaranteed the device pointer is valid in ALSA_OpenDevice()?
2023-10-23 19:05:27 -07:00
Sam Lantinga
5ba03d377a Revert "Fixed audio device removed events for ALSA"
This reverts commit e57fef8f0b.

We actually need to match on a unique handle
2023-10-23 19:05:27 -07:00
Sam Lantinga
e57fef8f0b Fixed audio device removed events for ALSA 2023-10-23 18:42:48 -07:00
Ryan C. Gordon
4ac38d13dd alsa: Don't touch free'd memory in hotplug thread. 2023-10-23 00:59:40 -04:00
Sam Lantinga
15533dce05 Cleaned up warnings from check_stdlib_usage.py 2023-10-18 21:38:14 -07:00
Ryan C. Gordon
797b70877d audio: Remove stub header SDL_audio_c.h.
It was a leftover, that just included SDL_sysaudio.h, in modern times.
2023-10-18 15:46:07 -04:00
Ryan C. Gordon
9d7c57234a audio: Cleaned out most remaining /* */ comments for // style.
Fully committing to it...!

This left SDL_wave.* alone for now, since there's a ton of comments in there
and this code hasn't changed much from SDL2 so far. But as SDL2 ages out a
little more, I'll likely switch this over, too.
2023-10-18 15:39:01 -04:00
Ryan C. Gordon
34914bfb49 alsa: Clean up device handles, now that hotplug thread cleanup is in place. 2023-10-18 13:53:42 -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
e55e556f32 alsa: Fixed minor memory leak.
The default device handles aren't free'd anywhere, so don't strdup them;
everything else is managed by the hotplug thread, which does its own freeing.
2023-10-17 23:28:50 -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
Sam Lantinga
251f8fa272 Revert "Do a better job of finding default ALSA devices"
This reverts commit d65861f049.

The default device is the one with the name "default"
2023-10-01 08:49:51 -07:00
Sam Lantinga
8923305f34 We don't need to wait a full 10 ms, just delay a bit 2023-09-30 12:14:09 -07:00
Sam Lantinga
6a152676bb Wait a bit when snd_pcm_avail() returns 0
The hardware might report that it's ready and still need a bit of time to start processing samples
2023-09-30 10:48:44 -07:00