提交 ac7b7302 编写于 作者: S Simon Glass

sandbox: sdl: Support waiting for audio to complete

At present when audio stops, any in-progress output is cut off. Fix this
by waiting for output to finish.

Also use booleans for the boolean variables.
Signed-off-by: NSimon Glass <sjg@chromium.org>
上级 5f736f8e
......@@ -5,6 +5,7 @@
#include <errno.h>
#include <unistd.h>
#include <stdbool.h>
#include <linux/input.h>
#include <SDL.h>
#include <asm/state.h>
......@@ -39,6 +40,7 @@ struct buf_info {
* @buf: The two available audio buffers. SDL can be reading from one while we
* are setting up the next
* @running: true if audio is running
* @stopping: true if audio will stop once it runs out of data
*/
static struct sdl_info {
SDL_Surface *screen;
......@@ -52,6 +54,7 @@ static struct sdl_info {
int cur_buf;
struct buf_info buf[2];
bool running;
bool stopping;
} sdl;
static void sandbox_sdl_poll_events(void)
......@@ -271,6 +274,7 @@ void sandbox_sdl_fill_audio(void *udata, Uint8 *stream, int len)
{
struct buf_info *buf;
int avail;
bool have_data = false;
int i;
for (i = 0; i < 2; i++) {
......@@ -282,6 +286,7 @@ void sandbox_sdl_fill_audio(void *udata, Uint8 *stream, int len)
}
if (avail > len)
avail = len;
have_data = true;
SDL_MixAudio(stream, buf->data + buf->pos, avail,
SDL_MIX_MAXVOLUME);
......@@ -294,6 +299,7 @@ void sandbox_sdl_fill_audio(void *udata, Uint8 *stream, int len)
else
break;
}
sdl.stopping = !have_data;
}
int sandbox_sdl_sound_init(int rate, int channels)
......@@ -347,7 +353,7 @@ int sandbox_sdl_sound_init(int rate, int channels)
sdl.audio_active = true;
sdl.sample_rate = wanted.freq;
sdl.cur_buf = 0;
sdl.running = 0;
sdl.running = false;
return 0;
......@@ -378,7 +384,8 @@ int sandbox_sdl_sound_play(const void *data, uint size)
buf->pos = 0;
if (!sdl.running) {
SDL_PauseAudio(0);
sdl.running = 1;
sdl.running = true;
sdl.stopping = false;
}
return 0;
......@@ -387,8 +394,12 @@ int sandbox_sdl_sound_play(const void *data, uint size)
int sandbox_sdl_sound_stop(void)
{
if (sdl.running) {
while (!sdl.stopping)
SDL_Delay(100);
SDL_PauseAudio(1);
sdl.running = 0;
sdl.stopping = false;
}
return 0;
......
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