[Android] Fixes #2480, music does not pause when process backgrounded
This modifies SDL_PauseAudio behavior to pause all audio devices instead of just the default one (required on Android, at least for testmultiaudio on my Nexus 4 which reported 2 audio devices). It also changes SDL_PauseAudioDevice to retain the device lock from pause until resume in order to save battery in mobile devices.
This commit is contained in:
parent
e7f2f85c3d
commit
4544343b3e
3 changed files with 30 additions and 6 deletions
|
@ -50,6 +50,12 @@ test_multi_audio(int devcount)
|
|||
callback_data cbd[64];
|
||||
int keep_going = 1;
|
||||
int i;
|
||||
|
||||
#ifdef __ANDROID__
|
||||
SDL_Event event;
|
||||
|
||||
SDL_CreateWindow("testmultiaudio", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 320, 240, 0);
|
||||
#endif
|
||||
|
||||
if (devcount > 64) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Too many devices (%d), clamping to 64...\n",
|
||||
|
@ -71,8 +77,12 @@ test_multi_audio(int devcount)
|
|||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Open device failed: %s\n", SDL_GetError());
|
||||
} else {
|
||||
SDL_PauseAudioDevice(cbd[0].dev, 0);
|
||||
while (!cbd[0].done)
|
||||
while (!cbd[0].done) {
|
||||
#ifdef __ANDROID__
|
||||
while (SDL_PollEvent(&event)){}
|
||||
#endif
|
||||
SDL_Delay(100);
|
||||
}
|
||||
SDL_PauseAudioDevice(cbd[0].dev, 1);
|
||||
SDL_Log("done.\n");
|
||||
SDL_CloseAudioDevice(cbd[0].dev);
|
||||
|
@ -104,6 +114,9 @@ test_multi_audio(int devcount)
|
|||
keep_going = 1;
|
||||
}
|
||||
}
|
||||
#ifdef __ANDROID__
|
||||
while (SDL_PollEvent(&event)){}
|
||||
#endif
|
||||
SDL_Delay(100);
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue