Added SDL_PauseAudioStreamDevice() and SDL_ResumeAudioStreamDevice()

This commit is contained in:
Sam Lantinga 2024-05-26 08:10:51 -07:00 committed by Ryan C. Gordon
parent a6da2e6f8b
commit 534768c7c5
5 changed files with 102 additions and 6 deletions

View file

@ -1097,6 +1097,69 @@ extern SDL_DECLSPEC int SDLCALL SDL_FlushAudioStream(SDL_AudioStream *stream);
*/
extern SDL_DECLSPEC int SDLCALL SDL_ClearAudioStream(SDL_AudioStream *stream);
/**
* Use this function to pause audio playback on the audio device associated with an audio stream.
*
* This function pauses audio processing for a given device. Any bound audio
* streams will not progress, and no audio will be generated. Pausing one
* device does not prevent other unpaused devices from running.
*
* Pausing a device can be useful to halt all audio without unbinding all the
* audio streams. This might be useful while a game is paused, or a level is
* loading, etc.
*
* \param stream The audio stream associated with the audio device to pause
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_ResumeAudioStreamDevice
*/
extern SDL_DECLSPEC int SDLCALL SDL_PauseAudioStreamDevice(SDL_AudioStream *stream);
/**
* Use this function to unpause audio playback on the audio device associated with an audio stream.
*
* This function unpauses audio processing for a given device that has
* previously been paused. Once unpaused, any bound audio streams will begin to progress again, and audio can be generated.
*
* \param stream The audio stream associated with the audio device to resume
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_PauseAudioStreamDevice
*/
extern SDL_DECLSPEC int SDLCALL SDL_ResumeAudioStreamDevice(SDL_AudioStream *stream);
/**
* Use this function to query if an audio device is paused.
*
* Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
* has to bind a stream before any audio will flow.
*
* Physical devices can not be paused or unpaused, only logical devices
* created through SDL_OpenAudioDevice() can be. Physical and invalid device
* IDs will report themselves as unpaused here.
*
* \param dev a device opened by SDL_OpenAudioDevice()
* \returns SDL_TRUE if device is valid and paused, SDL_FALSE otherwise.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_PauseAudioDevice
* \sa SDL_ResumeAudioDevice
*/
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_AudioDevicePaused(SDL_AudioDeviceID dev);
/**
* Lock an audio stream for serialized access.
*

View file

@ -1947,13 +1947,20 @@ void SDL_UnbindAudioStream(SDL_AudioStream *stream)
SDL_AudioDeviceID SDL_GetAudioStreamDevice(SDL_AudioStream *stream)
{
SDL_AudioDeviceID retval = 0;
if (stream) {
SDL_LockMutex(stream->lock);
if (stream->bound_device) {
retval = stream->bound_device->instance_id;
}
SDL_UnlockMutex(stream->lock);
if (!stream) {
SDL_InvalidParamError("stream");
return 0;
}
SDL_LockMutex(stream->lock);
if (stream->bound_device) {
retval = stream->bound_device->instance_id;
} else {
SDL_SetError("Audio stream not bound to an audio device");
}
SDL_UnlockMutex(stream->lock);
return retval;
}
@ -2024,6 +2031,26 @@ SDL_AudioStream *SDL_OpenAudioDeviceStream(SDL_AudioDeviceID devid, const SDL_Au
return stream;
}
int SDL_PauseAudioStreamDevice(SDL_AudioStream *stream)
{
SDL_AudioDeviceID devid = SDL_GetAudioStreamDevice(stream);
if (!devid) {
return -1;
}
return SDL_PauseAudioDevice(devid);
}
int SDL_ResumeAudioStreamDevice(SDL_AudioStream *stream)
{
SDL_AudioDeviceID devid = SDL_GetAudioStreamDevice(stream);
if (!devid) {
return -1;
}
return SDL_ResumeAudioDevice(devid);
}
#define NUM_FORMATS 8
static const SDL_AudioFormat format_list[NUM_FORMATS][NUM_FORMATS + 1] = {
{ SDL_AUDIO_U8, SDL_AUDIO_S8, SDL_AUDIO_S16LE, SDL_AUDIO_S16BE, SDL_AUDIO_S32LE, SDL_AUDIO_S32BE, SDL_AUDIO_F32LE, SDL_AUDIO_F32BE, 0 },

View file

@ -589,6 +589,7 @@ SDL3_0.0.0 {
SDL_OpenUserStorage;
SDL_OutOfMemory;
SDL_PauseAudioDevice;
SDL_PauseAudioStreamDevice;
SDL_PauseHaptic;
SDL_PeepEvents;
SDL_PenConnected;
@ -656,6 +657,7 @@ SDL3_0.0.0 {
SDL_ResetLogPriorities;
SDL_RestoreWindow;
SDL_ResumeAudioDevice;
SDL_ResumeAudioStreamDevice;
SDL_ResumeHaptic;
SDL_RumbleGamepad;
SDL_RumbleGamepadTriggers;

View file

@ -614,6 +614,7 @@
#define SDL_OpenUserStorage SDL_OpenUserStorage_REAL
#define SDL_OutOfMemory SDL_OutOfMemory_REAL
#define SDL_PauseAudioDevice SDL_PauseAudioDevice_REAL
#define SDL_PauseAudioStreamDevice SDL_PauseAudioStreamDevice_REAL
#define SDL_PauseHaptic SDL_PauseHaptic_REAL
#define SDL_PeepEvents SDL_PeepEvents_REAL
#define SDL_PenConnected SDL_PenConnected_REAL
@ -681,6 +682,7 @@
#define SDL_ResetLogPriorities SDL_ResetLogPriorities_REAL
#define SDL_RestoreWindow SDL_RestoreWindow_REAL
#define SDL_ResumeAudioDevice SDL_ResumeAudioDevice_REAL
#define SDL_ResumeAudioStreamDevice SDL_ResumeAudioStreamDevice_REAL
#define SDL_ResumeHaptic SDL_ResumeHaptic_REAL
#define SDL_RumbleGamepad SDL_RumbleGamepad_REAL
#define SDL_RumbleGamepadTriggers SDL_RumbleGamepadTriggers_REAL

View file

@ -625,6 +625,7 @@ SDL_DYNAPI_PROC(int,SDL_OpenURL,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_Storage*,SDL_OpenUserStorage,(const char *a, const char *b, SDL_PropertiesID c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_OutOfMemory,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_PauseAudioDevice,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_PauseAudioStreamDevice,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_PauseHaptic,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_PeepEvents,(SDL_Event *a, int b, SDL_EventAction c, Uint32 d, Uint32 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_PenConnected,(SDL_PenID a),(a),return)
@ -692,6 +693,7 @@ SDL_DYNAPI_PROC(void,SDL_ResetKeyboard,(void),(),)
SDL_DYNAPI_PROC(void,SDL_ResetLogPriorities,(void),(),)
SDL_DYNAPI_PROC(int,SDL_RestoreWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_ResumeAudioDevice,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_ResumeAudioStreamDevice,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_ResumeHaptic,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_RumbleGamepad,(SDL_Gamepad *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_RumbleGamepadTriggers,(SDL_Gamepad *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)