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@@ -1321,9 +1321,14 @@ int SDL_GetAudioDeviceFormat(SDL_AudioDeviceID devid, SDL_AudioSpec *spec, int *
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// this expects the device lock to be held. !!! FIXME: no it doesn't...?
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static void ClosePhysicalAudioDevice(SDL_AudioDevice *device)
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{
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- SDL_AtomicSet(&device->shutdown, 1);
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+ SDL_AtomicSet(&device->shutdown, 1); // alert device thread that it should terminate.
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+
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if (device->thread != NULL) {
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- SDL_WaitThread(device->thread, NULL);
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+ if (SDL_GetThreadID(device->thread) == SDL_ThreadID()) {
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+ SDL_DetachThread(device->thread); // we _are_ the device thread, just drift off into the ether when finished, nothing is waiting for us.
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+ } else {
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+ SDL_WaitThread(device->thread, NULL); // we're not the device thread, wait for it to terminate.
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+ }
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device->thread = NULL;
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}
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@@ -1345,7 +1350,6 @@ static void ClosePhysicalAudioDevice(SDL_AudioDevice *device)
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SDL_copyp(&device->spec, &device->default_spec);
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device->sample_frames = 0;
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device->silence_value = SDL_GetSilenceValueForFormat(device->spec.format);
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- SDL_AtomicSet(&device->shutdown, 0); // ready to go again.
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}
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void SDL_CloseAudioDevice(SDL_AudioDeviceID devid)
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@@ -1442,6 +1446,8 @@ static int OpenPhysicalAudioDevice(SDL_AudioDevice *device, const SDL_AudioSpec
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return 0; // Braaaaaaaaains.
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}
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+ SDL_AtomicSet(&device->shutdown, 0); // make sure we don't kill the new thread immediately.
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+
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// These start with the backend's implementation, but we might swap them out with zombie versions later.
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device->WaitDevice = current_audio.impl.WaitDevice;
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device->PlayDevice = current_audio.impl.PlayDevice;
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