Commit Graph

72 Commits

Author SHA1 Message Date
Sam Lantinga
54ff1f35bd Fixed audio dropouts when plenty of audio is queued on Android 2024-11-07 19:29:51 -08:00
Sam Lantinga
37b49c98dc Fixed setting up surround sound on NVIDIA Shield TV 2024-11-07 19:05:29 -08:00
Sam Lantinga
97dac37373 Added SDL_HINT_ANDROID_LOW_LATENCY_AUDIO 2024-11-07 16:34:34 -08:00
Sam Lantinga
6836ef8fd2 Added logging for low latency audio state 2024-11-07 16:31:35 -08:00
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
a90ad3b0e2 Removed SDL_bool in favor of plain bool
We require stdbool.h in the build environment, so we might as well use the plain bool type.

If your environment doesn't have stdbool.h, this simple replacement will suffice:
typedef signed char bool;
2024-09-18 08:32:30 -07:00
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
abd2ac5992 Set the desired channel count when opening audio on Android 2024-09-04 13:59:48 -07:00
Sam Lantinga
e2c9a0a427 Updated Android audio log messages 2024-09-04 13:59:48 -07:00
Sam Lantinga
37b4aac3ac Removed unnecessary inclusion of stdbool.h 2024-08-28 13:58:03 -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
062caeaa4b Fixed Android build with audio disabled
These functions are called by the Android event code regardless of whether audio is enabled

Fixes https://github.com/libsdl-org/SDL/issues/10418
2024-07-29 10:40:10 -07:00
Sam Lantinga
5318e30ee5 Pause and resume Android audio without taking device locks
The AAudio driver implemented pause/resume by dangerously locking the audio devices. If there was an audio hotplug event or a background thread tried to interact with the audio system, this could cause deadlocks.
2024-07-29 08:41:40 -07:00
Sam Lantinga
a7c0192017 Renamed SDL_PostSemaphore() to SDL_SignalSemphore() 2024-07-24 13:37:40 -07:00
Sam Lantinga
58270ef3f2 Finished renaming functions in SDL_system.h 2024-07-16 09:35:49 -07:00
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
02ff85f2f3 Renamed SDL_SIMDGetAlignment() to SDL_GetSIMDAlignment() 2024-05-16 10:22:15 -07:00
Ryan C. Gordon
bc984f78bf android: Remove blocking permission request code. Async only in SDL3!
(this actually still blocks at our internal points of usage, though, for
replacement at a later time.)
2024-02-13 12:06:51 -05:00
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
d8600f717e Pointer as bool (libsdl-org#7214) 2023-11-09 14:18:36 -08:00
Sam Lantinga
0df888c584 Moved Android low latency audio behind a hint "SDL_ANDROID_LOW_LATENCY_AUDIO" 2023-10-19 08:54:11 -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
Sam Lantinga
99fa0d6cae Disable low latency audio by default when using AAudio on Android
Some devices have flat sounding audio when low latency mode is enabled. In particular this was reported on the Samsung SM-T290 running Android 11.
2023-10-10 15:17:58 -07:00
Ryan C. Gordon
49abb9c1fa aaudio: Fixed a comment. 2023-10-04 14:06:28 -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
Sam Lantinga
8857b0f13a Use the device audio format for the lowest latency 2023-09-30 16:24:49 -07:00
Sam Lantinga
806e11ac00 Update sample processing bookkeeping when recovering the AAudio audio device 2023-09-30 15:04:21 -07:00
Ryan C. Gordon
482c238953 aaudio: Deal with device recovery.
Android claims to work with multiple devices, but doesn't actually appear to
(at least, afaict), and it will report tons of devices that all just seem
to play to the current default output, so for now, turn this off and only
expose a default device.

And then, with that default output, attempt to recover on errors by throwing
away the current AAudioStream and building a new one.

This let me plug/unplug a set of headphones from the headphone jack and audio
would switch correctly to the new output.
2023-09-30 16:41:31 -04:00
Ryan C. Gordon
a8813b58a6 aaudio: Change an int to an SDL_bool. 2023-09-30 16:41:31 -04:00
Sam Lantinga
ea5f59c234 Removed unused code
It looks like we don't need to watch for hanging writes now that we're using the callback mechanism.
2023-09-27 10:18:34 -07:00
Sam Lantinga
a6854098f7 Fixed stuttering on Android when using the AAudio driver
The audio processing thread isn't scheduled in lock-step with the audio callback so sometimes the callback would consume the same data twice and sometimes the audio processing thread would write to the same buffer twice.

Also handle variable sizes in the audio callback so the Android audio system doesn't have to do additional buffering to match our buffer size requirements.
2023-09-27 10:18:34 -07:00
Sam Lantinga
233789b0d1 Audio types have the same naming convention as other SDL endian types, e.g. [S|U][BITS][LE|BE]
Native endian types have no LE/BE suffix
2023-09-04 09:48:44 -07:00
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
87eae9a0a1 aaudio: We need a mixbuf on capture devices, too. 2023-07-30 20:24:27 -04:00
Ryan C. Gordon
18fc0db9e5 aaudio: Rearranged source code to match other backends. 2023-07-30 11:56:43 -04:00
Ryan C. Gordon
2507c1d68b aaudio: Disconnect playing devices if error callback fires. 2023-07-30 11:56:42 -04:00
Ryan C. Gordon
32a3fc3783 aaudio: Use the callback interface.
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.
2023-07-30 11:56:42 -04:00
Ryan C. Gordon
ab68428a64 aaudio: Fixed for older SDKs and Android releases. 2023-07-30 11:56:41 -04:00
Ryan C. Gordon
5ff87c6d4a android: Reworked audio backends for SDL3 audio API.
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.
2023-07-30 11:56:41 -04:00
Ryan C. Gordon
13202642a3 aaudio: Fixed capitialization, plus some minor cleanups. 2023-07-30 11:56:01 -04:00
Ozkan Sezer
5c019bc97e style fixes for SDL_PROC macros. 2023-05-19 14:10:02 +03:00
Sylvain
6d9ccbb3c7 Android: use the headers to have the audio pause/resume definitions
and make SDL_PriveAudioData more private
2023-05-10 09:34:53 +02:00
Sylvain
04e17d4e46 Remove _THIS in src/audio/ 2023-05-09 11:29:33 -04:00
Brick
079ae065f1 Added SDL prefix AUDIO_* constants 2023-05-02 08:09:06 -07:00
Sylvain
9d18b4b5ed Android: fix crash when AAUDIO isn't used (bug #7620) 2023-04-18 21:34:18 +02:00
Sylvain
117169d610 Android AAUDIO: handle multiple devices 2023-04-14 11:31:47 +02:00
Sylvain
407b85c506 Android: audio change audio assert when try to open concurrent device to a real error 2023-04-04 09:43:01 +02:00