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Prevent a deadlock if the audio device stops consuming data
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@ -100,12 +100,6 @@ void* SdlAudioRenderer::getAudioBuffer(int*)
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bool SdlAudioRenderer::submitAudio(int bytesWritten)
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{
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// Our device may enter a permanent error status upon removal, so we need
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// to recreate the audio device to pick up the new default audio device.
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if (SDL_GetAudioDeviceStatus(m_AudioDevice) == SDL_AUDIO_STOPPED) {
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return false;
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}
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if (bytesWritten == 0) {
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// Nothing to do
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return true;
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@ -118,8 +112,20 @@ bool SdlAudioRenderer::submitAudio(int bytesWritten)
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}
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// Provide backpressure on the queue to ensure too many frames don't build up
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// in SDL's audio queue.
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while (SDL_GetQueuedAudioSize(m_AudioDevice) / m_FrameSize > 10) {
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// in SDL's audio queue, but don't wait forever to avoid a deadlock if the
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// audio device fails.
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for (int i = 0; i < 100; i++) {
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// Our device may enter a permanent error status upon removal, so we need
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// to recreate the audio device to pick up the new default audio device.
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if (SDL_GetAudioDeviceStatus(m_AudioDevice) == SDL_AUDIO_STOPPED) {
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return false;
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}
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// Only queue more samples where there are 10 frames or less in SDL's queue
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if (SDL_GetQueuedAudioSize(m_AudioDevice) / m_FrameSize <= 10) {
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break;
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}
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SDL_Delay(1);
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}
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