|
@@ -751,7 +751,10 @@ int SDL_PutAudioStreamData(SDL_AudioStream *stream, const void *buf, int len)
|
|
|
stream->flushed = SDL_FALSE;
|
|
|
|
|
|
if (stream->put_callback) {
|
|
|
- stream->put_callback(stream, SDL_GetAudioStreamAvailable(stream) - prev_available, stream->put_callback_userdata);
|
|
|
+ const int newavail = SDL_GetAudioStreamAvailable(stream) - prev_available;
|
|
|
+ if (newavail > 0) { // don't call the callback if we can't actually offer new data (still filling future buffer, only added 1 frame but downsampling needs more to produce new sound, etc).
|
|
|
+ stream->put_callback(stream, newavail, stream->put_callback_userdata);
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
SDL_UnlockMutex(stream->lock);
|
|
@@ -1047,7 +1050,9 @@ int SDL_GetAudioStreamData(SDL_AudioStream *stream, void *voidbuf, int len)
|
|
|
approx_request *= stream->src_sample_frame_size; // convert sample frames to bytes.
|
|
|
const int already_have = SDL_GetAudioStreamAvailable(stream);
|
|
|
approx_request -= SDL_min(approx_request, already_have); // we definitely have this much output already packed in.
|
|
|
- stream->get_callback(stream, approx_request, stream->get_callback_userdata);
|
|
|
+ if (approx_request > 0) { // don't call the callback if we can satisfy this request with existing data.
|
|
|
+ stream->get_callback(stream, approx_request, stream->get_callback_userdata);
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
// we convert in chunks, so we don't end up allocating a massive work buffer, etc.
|