audio: Move internal float32 mixing to a simplified function

This commit is contained in:
Ryan C. Gordon 2023-09-07 10:48:04 -04:00
parent 116b0ec977
commit fafbea1ced
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GPG Key ID: FA148B892AB48044
1 changed files with 8 additions and 5 deletions

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@ -677,6 +677,13 @@ void SDL_AudioThreadFinalize(SDL_AudioDevice *device)
SDL_AtomicSet(&device->thread_alive, 0);
}
static void MixFloat32Audio(float *dst, const float *src, const int buffer_size)
{
if (SDL_MixAudioFormat((Uint8 *) dst, (const Uint8 *) src, SDL_AUDIO_F32, buffer_size, SDL_MIX_MAXVOLUME) < 0) {
SDL_assert(!"This shouldn't happen.");
}
}
// Output device thread. This is split into chunks, so backends that need to control this directly can use the pieces they need without duplicating effort.
@ -754,11 +761,7 @@ SDL_bool SDL_OutputAudioThreadIterate(SDL_AudioDevice *device)
retval = SDL_FALSE;
break;
} else if (br > 0) { // it's okay if we get less than requested, we mix what we have.
if (SDL_MixAudioFormat((Uint8 *) mix_buffer, device->work_buffer, SDL_AUDIO_F32, br, SDL_MIX_MAXVOLUME) < 0) { // !!! FIXME: allow streams to specify gain?
SDL_assert(!"This shouldn't happen.");
retval = SDL_FALSE; // uh...?
break;
}
MixFloat32Audio(mix_buffer, (float *) device->work_buffer, br);
}
}
}