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Added a GetPendingBytes method to the audio backend.

This will (eventually) make SDL_GetQueuedAudioSize() more accurate, and thus
reduce latency. Right now this isn't implemented anywhere, so we assume data
fed to the audio callback is consumed by the hardware and immediately played
to completion.
Ryan C. Gordon 10 years ago
parent
commit
e5d49c2033
2 changed files with 9 additions and 1 deletions
  1. 8 1
      src/audio/SDL_audio.c
  2. 1 0
      src/audio/SDL_sysaudio.h

+ 8 - 1
src/audio/SDL_audio.c

@@ -178,6 +178,12 @@ SDL_AudioPlayDevice_Default(_THIS)
 {                               /* no-op. */
 }
 
+static int
+SDL_AudioGetPendingBytes_Default(_THIS)
+{
+    return 0;
+}
+
 static Uint8 *
 SDL_AudioGetDeviceBuf_Default(_THIS)
 {
@@ -253,6 +259,7 @@ finalize_audio_entry_points(void)
     FILL_STUB(ThreadInit);
     FILL_STUB(WaitDevice);
     FILL_STUB(PlayDevice);
+    FILL_STUB(GetPendingBytes);
     FILL_STUB(GetDeviceBuf);
     FILL_STUB(WaitDone);
     FILL_STUB(CloseDevice);
@@ -471,7 +478,7 @@ SDL_GetQueuedAudioSize(SDL_AudioDeviceID devid)
     SDL_AudioDevice *device = get_audio_device(devid);
     if (device) {
         current_audio.impl.LockDevice(device);
-        retval = device->queued_bytes;
+        retval = device->queued_bytes + current_audio.impl.GetPendingBytes(device);
         current_audio.impl.UnlockDevice(device);
     }
 

+ 1 - 0
src/audio/SDL_sysaudio.h

@@ -60,6 +60,7 @@ typedef struct SDL_AudioDriverImpl
     void (*ThreadInit) (_THIS); /* Called by audio thread at start */
     void (*WaitDevice) (_THIS);
     void (*PlayDevice) (_THIS);
+    int (*GetPendingBytes) (_THIS);
     Uint8 *(*GetDeviceBuf) (_THIS);
     void (*WaitDone) (_THIS);
     void (*CloseDevice) (_THIS);