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.
This commit is contained in:
Ryan C. Gordon 2023-08-27 13:32:33 -04:00
parent bd088c2f99
commit 1e775e0eef
13 changed files with 164 additions and 137 deletions

View file

@ -34,7 +34,6 @@ static struct
Uint32 soundpos;
} wave;
static SDL_AudioDeviceID device;
static SDL_AudioStream *stream;
static void fillerup(void)
@ -58,30 +57,22 @@ quit(int rc)
static void
close_audio(void)
{
if (device != 0) {
if (stream) {
SDL_DestroyAudioStream(stream);
stream = NULL;
SDL_CloseAudioDevice(device);
device = 0;
}
}
static void
open_audio(void)
{
device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, &wave.spec);
if (!device) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open audio: %s\n", SDL_GetError());
SDL_free(wave.sound);
quit(2);
}
stream = SDL_CreateAndBindAudioStream(device, &wave.spec);
stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, &wave.spec, NULL, NULL);
if (!stream) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create audio stream: %s\n", SDL_GetError());
SDL_CloseAudioDevice(device);
SDL_free(wave.sound);
quit(2);
}
SDL_ResumeAudioDevice(SDL_GetAudioStreamBinding(stream));
}