make audio device init delayed until first use

This commit is contained in:
veclavtalica 2025-01-15 05:43:56 +03:00
parent f0dfd5627a
commit db530ca3a0
3 changed files with 35 additions and 35 deletions

View File

@ -247,6 +247,35 @@ void audio_play(const char *path,
float volume,
float panning)
{
if (!ctx.audio_initialized) {
profile_start("audio initialization");
SDL_AudioSpec request, got;
SDL_zero(request);
request.freq = AUDIO_FREQUENCY;
request.format = AUDIO_F32;
request.channels = 2;
#ifndef TWN_FEATURE_PUSH_AUDIO
request.callback = audio_callback;
#endif
/* TODO: check for errors */
ctx.audio_device = SDL_OpenAudioDevice(NULL, 0, &request, &got, 0);
ctx.audio_stream_format = got.format;
ctx.audio_stream_frequency = got.freq;
ctx.audio_stream_channel_count = got.channels;
/* TODO: relax this */
SDL_assert_always(got.freq == AUDIO_FREQUENCY);
SDL_assert_always(got.format == AUDIO_F32);
SDL_assert_always(got.channels == 2);
SDL_PauseAudioDevice(ctx.audio_device, 0);
profile_end("audio initialization");
ctx.audio_initialized = true;
}
if (channel) {
AudioChannelItem *pair = shgetp_null(ctx.audio_channels, channel);

View File

@ -79,6 +79,7 @@ typedef struct EngineContext {
bool render_double_buffered;
/* signals mouse focus, used to disable mouse capture */
bool window_mouse_resident;
bool audio_initialized;
} EngineContext;
/* TODO: does it need to be marked with TWN_API? */

View File

@ -218,9 +218,11 @@ static void main_loop(void) {
/* TODO: make it works when ctx.ticks_per_second != 60 */
#ifdef TWN_FEATURE_PUSH_AUDIO
static uint8_t audio_buffer[(AUDIO_FREQUENCY / 60) * sizeof (float) * 2];
audio_callback(NULL, audio_buffer, sizeof audio_buffer);
if (SDL_QueueAudio(ctx.audio_device, audio_buffer, sizeof audio_buffer))
CRY_SDL("Error queueing audio: ");
if (ctx.audio_initialized) {
audio_callback(NULL, audio_buffer, sizeof audio_buffer);
if (SDL_QueueAudio(ctx.audio_device, audio_buffer, sizeof audio_buffer))
CRY_SDL("Error queueing audio: ");
}
#endif
/* TODO: ctx.game_copy = ctx.game should be placed after it, but it messes with state used in render() */
@ -537,38 +539,6 @@ static bool initialize(void) {
/* add a watcher for immediate updates on window size */
SDL_AddEventWatch(event_callback, NULL);
/* audio initialization */
{
/* TODO: try to delay it until actually used? */
/* quite a lot of programs might start with silence of resource loading of initial frame */
profile_start("audio initialization");
SDL_AudioSpec request, got;
SDL_zero(request);
request.freq = AUDIO_FREQUENCY;
request.format = AUDIO_F32;
request.channels = 2;
#ifndef TWN_FEATURE_PUSH_AUDIO
request.callback = audio_callback;
#endif
/* TODO: check for errors */
ctx.audio_device = SDL_OpenAudioDevice(NULL, 0, &request, &got, 0);
ctx.audio_stream_format = got.format;
ctx.audio_stream_frequency = got.freq;
ctx.audio_stream_channel_count = got.channels;
/* TODO: relax this */
SDL_assert_always(got.freq == AUDIO_FREQUENCY);
SDL_assert_always(got.format == AUDIO_F32);
SDL_assert_always(got.channels == 2);
SDL_PauseAudioDevice(ctx.audio_device, 0);
profile_end("audio initialization");
}
/* random seeding */
/* SDL_GetPerformanceCounter returns some platform-dependent number. */
/* it should vary between game instances. i checked! random enough for me. */