make audio device init delayed until first use
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f0dfd5627a
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@ -247,6 +247,35 @@ void audio_play(const char *path,
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float volume,
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float panning)
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{
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if (!ctx.audio_initialized) {
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profile_start("audio initialization");
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SDL_AudioSpec request, got;
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SDL_zero(request);
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request.freq = AUDIO_FREQUENCY;
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request.format = AUDIO_F32;
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request.channels = 2;
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#ifndef TWN_FEATURE_PUSH_AUDIO
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request.callback = audio_callback;
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#endif
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/* TODO: check for errors */
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ctx.audio_device = SDL_OpenAudioDevice(NULL, 0, &request, &got, 0);
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ctx.audio_stream_format = got.format;
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ctx.audio_stream_frequency = got.freq;
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ctx.audio_stream_channel_count = got.channels;
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/* TODO: relax this */
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SDL_assert_always(got.freq == AUDIO_FREQUENCY);
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SDL_assert_always(got.format == AUDIO_F32);
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SDL_assert_always(got.channels == 2);
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SDL_PauseAudioDevice(ctx.audio_device, 0);
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profile_end("audio initialization");
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ctx.audio_initialized = true;
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}
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if (channel) {
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AudioChannelItem *pair = shgetp_null(ctx.audio_channels, channel);
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@ -79,6 +79,7 @@ typedef struct EngineContext {
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bool render_double_buffered;
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/* signals mouse focus, used to disable mouse capture */
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bool window_mouse_resident;
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bool audio_initialized;
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} EngineContext;
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/* TODO: does it need to be marked with TWN_API? */
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@ -218,9 +218,11 @@ static void main_loop(void) {
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/* TODO: make it works when ctx.ticks_per_second != 60 */
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#ifdef TWN_FEATURE_PUSH_AUDIO
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static uint8_t audio_buffer[(AUDIO_FREQUENCY / 60) * sizeof (float) * 2];
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if (ctx.audio_initialized) {
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audio_callback(NULL, audio_buffer, sizeof audio_buffer);
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if (SDL_QueueAudio(ctx.audio_device, audio_buffer, sizeof audio_buffer))
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CRY_SDL("Error queueing audio: ");
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}
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#endif
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/* TODO: ctx.game_copy = ctx.game should be placed after it, but it messes with state used in render() */
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@ -537,38 +539,6 @@ static bool initialize(void) {
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/* add a watcher for immediate updates on window size */
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SDL_AddEventWatch(event_callback, NULL);
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/* audio initialization */
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{
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/* TODO: try to delay it until actually used? */
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/* quite a lot of programs might start with silence of resource loading of initial frame */
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profile_start("audio initialization");
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SDL_AudioSpec request, got;
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SDL_zero(request);
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request.freq = AUDIO_FREQUENCY;
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request.format = AUDIO_F32;
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request.channels = 2;
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#ifndef TWN_FEATURE_PUSH_AUDIO
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request.callback = audio_callback;
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#endif
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/* TODO: check for errors */
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ctx.audio_device = SDL_OpenAudioDevice(NULL, 0, &request, &got, 0);
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ctx.audio_stream_format = got.format;
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ctx.audio_stream_frequency = got.freq;
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ctx.audio_stream_channel_count = got.channels;
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/* TODO: relax this */
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SDL_assert_always(got.freq == AUDIO_FREQUENCY);
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SDL_assert_always(got.format == AUDIO_F32);
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SDL_assert_always(got.channels == 2);
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SDL_PauseAudioDevice(ctx.audio_device, 0);
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profile_end("audio initialization");
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}
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/* random seeding */
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/* SDL_GetPerformanceCounter returns some platform-dependent number. */
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/* it should vary between game instances. i checked! random enough for me. */
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