fix audio overrun

This commit is contained in:
veclavtalica 2025-01-26 09:39:31 +03:00
parent fad46137a0
commit 6a029b7e79
2 changed files with 4 additions and 0 deletions

View File

@ -256,6 +256,7 @@ void audio_play(const char *path,
request.freq = AUDIO_FREQUENCY;
request.format = AUDIO_F32;
request.channels = 2;
request.samples = 4096;
#ifndef TWN_FEATURE_PUSH_AUDIO
request.callback = audio_callback;
#endif

View File

@ -226,6 +226,9 @@ static void main_loop(void) {
/* TODO: make it works when ctx.ticks_per_second != 60 */
#ifdef TWN_FEATURE_PUSH_AUDIO
uint64_t const queued_frames = SDL_GetQueuedAudioSize(ctx.audio_device) / sizeof (float) / 2;
if (queued_frames >= 4096 * 2)
SDL_ClearQueuedAudio(ctx.audio_device);
static uint8_t audio_buffer[(AUDIO_FREQUENCY / 60) * sizeof (float) * 2];
if (ctx.audio_initialized) {
audio_callback(NULL, audio_buffer, sizeof audio_buffer);