mirror of https://github.com/libsdl-org/SDL
[SDL][IOS] Audio fix - applies stream to sound data when resampling or reformatting is required.
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@ -417,7 +417,35 @@ outputCallback(void *inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffe
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if (!SDL_AtomicGet(&this->enabled) || SDL_AtomicGet(&this->paused)) {
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/* Supply silence if audio is not enabled or paused */
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SDL_memset(inBuffer->mAudioData, this->spec.silence, inBuffer->mAudioDataBytesCapacity);
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} else {
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} else if (this->stream ) {
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UInt32 remaining = inBuffer->mAudioDataBytesCapacity;
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Uint8 *ptr = (Uint8 *) inBuffer->mAudioData;
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while (remaining > 0) {
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if ( SDL_AudioStreamAvailable(this->stream) == 0 ) {
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/* Generate the data */
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SDL_LockMutex(this->mixer_lock);
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(*this->callbackspec.callback)(this->callbackspec.userdata,
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this->hidden->buffer, this->hidden->bufferSize);
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SDL_UnlockMutex(this->mixer_lock);
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this->hidden->bufferOffset = 0;
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SDL_AudioStreamPut(this->stream, this->hidden->buffer, this->hidden->bufferSize);
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}
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if ( SDL_AudioStreamAvailable(this->stream) > 0 ) {
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int got;
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UInt32 len = SDL_AudioStreamAvailable(this->stream);
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if ( len > remaining )
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len = remaining;
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got = SDL_AudioStreamGet(this->stream, ptr, len);
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SDL_assert((got < 0) || (got == len));
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if (got != len) {
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SDL_memset(ptr, this->spec.silence, len);
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}
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ptr = ptr + len;
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remaining -= len;
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}
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}
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} else {
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UInt32 remaining = inBuffer->mAudioDataBytesCapacity;
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Uint8 *ptr = (Uint8 *) inBuffer->mAudioData;
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