[raudio] Fix 3664: crash in raudio from multithreading issues (#3907)
* Flip release of buffer; First it needs to be taken out of the processing chain, then it can be released. The inverse of the initialization. * Add mutex locks to audio buffer functions; Separate those used from both threads * Flip release of buffer; First it needs to be taken out of the processing chain, then it can be released. The inverse of the initialization. * Remove TODO marker; The buffer is in stopped state and its data won't be accessed * Add mutex locks to music/stream functions directly operating on buffer * Secure UpdateMusicStream/PlayMusicStream/UpdateAudioStream; This change is twofold: * Add locks to UpdateMusicStream/UpdateAudioStream (second one needed separation) * Remove unnecessary hack to restart music - inlining the statements resulted in a no-op Especially the second part made it easier to ensure thread-safety overall * Remove redundant check; Already checked at beginning of function
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124
src/raudio.c
124
src/raudio.c
@ -431,8 +431,10 @@ static bool SaveFileText(const char *fileName, char *text); // Save text
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AudioBuffer *LoadAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, ma_uint32 sizeInFrames, int usage);
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void UnloadAudioBuffer(AudioBuffer *buffer);
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bool IsAudioBufferPlayingInLockedState(AudioBuffer *buffer);
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bool IsAudioBufferPlaying(AudioBuffer *buffer);
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void PlayAudioBuffer(AudioBuffer *buffer);
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void StopAudioBufferInLockedState(AudioBuffer *buffer);
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void StopAudioBuffer(AudioBuffer *buffer);
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void PauseAudioBuffer(AudioBuffer *buffer);
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void ResumeAudioBuffer(AudioBuffer *buffer);
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@ -442,6 +444,11 @@ void SetAudioBufferPan(AudioBuffer *buffer, float pan);
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void TrackAudioBuffer(AudioBuffer *buffer);
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void UntrackAudioBuffer(AudioBuffer *buffer);
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//----------------------------------------------------------------------------------
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// AudioStream management functions declaration
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//----------------------------------------------------------------------------------
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void UpdateAudioStreamInLockedState(AudioStream stream, const void *data, int frameCount);
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Audio Device initialization and Closing
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//----------------------------------------------------------------------------------
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@ -612,15 +619,15 @@ void UnloadAudioBuffer(AudioBuffer *buffer)
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{
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if (buffer != NULL)
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{
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ma_data_converter_uninit(&buffer->converter, NULL);
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UntrackAudioBuffer(buffer);
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ma_data_converter_uninit(&buffer->converter, NULL);
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RL_FREE(buffer->data);
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RL_FREE(buffer);
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}
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}
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// Check if an audio buffer is playing
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bool IsAudioBufferPlaying(AudioBuffer *buffer)
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// Check if an audio buffer is playing, assuming the audio system mutex has been locked.
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bool IsAudioBufferPlayingInLockedState(AudioBuffer *buffer)
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{
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bool result = false;
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@ -629,6 +636,16 @@ bool IsAudioBufferPlaying(AudioBuffer *buffer)
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return result;
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}
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// Check if an audio buffer is playing from a program state without lock.
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bool IsAudioBufferPlaying(AudioBuffer *buffer)
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{
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bool result = false;
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ma_mutex_lock(&AUDIO.System.lock);
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result = IsAudioBufferPlayingInLockedState(buffer);
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ma_mutex_unlock(&AUDIO.System.lock);
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return result;
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}
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// Play an audio buffer
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// NOTE: Buffer is restarted to the start.
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// Use PauseAudioBuffer() and ResumeAudioBuffer() if the playback position should be maintained.
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@ -636,18 +653,20 @@ void PlayAudioBuffer(AudioBuffer *buffer)
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{
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if (buffer != NULL)
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{
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ma_mutex_lock(&AUDIO.System.lock);
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buffer->playing = true;
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buffer->paused = false;
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buffer->frameCursorPos = 0;
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ma_mutex_unlock(&AUDIO.System.lock);
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}
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}
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// Stop an audio buffer
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void StopAudioBuffer(AudioBuffer *buffer)
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// Stop an audio buffer, assuming the audio system mutex has been locked.
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void StopAudioBufferInLockedState(AudioBuffer *buffer)
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{
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if (buffer != NULL)
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{
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if (IsAudioBufferPlaying(buffer))
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if (IsAudioBufferPlayingInLockedState(buffer))
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{
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buffer->playing = false;
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buffer->paused = false;
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@ -659,22 +678,45 @@ void StopAudioBuffer(AudioBuffer *buffer)
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}
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}
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// Stop an audio buffer from a program state without lock.
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void StopAudioBuffer(AudioBuffer *buffer)
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{
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ma_mutex_lock(&AUDIO.System.lock);
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StopAudioBufferInLockedState(buffer);
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ma_mutex_unlock(&AUDIO.System.lock);
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}
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// Pause an audio buffer
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void PauseAudioBuffer(AudioBuffer *buffer)
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{
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if (buffer != NULL) buffer->paused = true;
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if (buffer != NULL)
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{
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ma_mutex_lock(&AUDIO.System.lock);
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buffer->paused = true;
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ma_mutex_unlock(&AUDIO.System.lock);
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}
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}
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// Resume an audio buffer
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void ResumeAudioBuffer(AudioBuffer *buffer)
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{
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if (buffer != NULL) buffer->paused = false;
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if (buffer != NULL)
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{
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ma_mutex_lock(&AUDIO.System.lock);
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buffer->paused = false;
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ma_mutex_unlock(&AUDIO.System.lock);
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}
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}
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// Set volume for an audio buffer
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void SetAudioBufferVolume(AudioBuffer *buffer, float volume)
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{
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if (buffer != NULL) buffer->volume = volume;
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if (buffer != NULL)
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{
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ma_mutex_lock(&AUDIO.System.lock);
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buffer->volume = volume;
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ma_mutex_unlock(&AUDIO.System.lock);
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}
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}
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// Set pitch for an audio buffer
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@ -682,6 +724,7 @@ void SetAudioBufferPitch(AudioBuffer *buffer, float pitch)
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{
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if ((buffer != NULL) && (pitch > 0.0f))
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{
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ma_mutex_lock(&AUDIO.System.lock);
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// Pitching is just an adjustment of the sample rate.
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// Note that this changes the duration of the sound:
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// - higher pitches will make the sound faster
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@ -690,6 +733,7 @@ void SetAudioBufferPitch(AudioBuffer *buffer, float pitch)
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ma_data_converter_set_rate(&buffer->converter, buffer->converter.sampleRateIn, outputSampleRate);
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buffer->pitch = pitch;
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ma_mutex_unlock(&AUDIO.System.lock);
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}
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}
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@ -699,7 +743,12 @@ void SetAudioBufferPan(AudioBuffer *buffer, float pan)
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if (pan < 0.0f) pan = 0.0f;
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else if (pan > 1.0f) pan = 1.0f;
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if (buffer != NULL) buffer->pan = pan;
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if (buffer != NULL)
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{
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ma_mutex_lock(&AUDIO.System.lock);
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buffer->pan = pan;
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ma_mutex_unlock(&AUDIO.System.lock);
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}
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}
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// Track audio buffer to linked list next position
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@ -1001,8 +1050,8 @@ void UnloadSoundAlias(Sound alias)
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// Untrack and unload just the sound buffer, not the sample data, it is shared with the source for the alias
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if (alias.stream.buffer != NULL)
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{
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ma_data_converter_uninit(&alias.stream.buffer->converter, NULL);
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UntrackAudioBuffer(alias.stream.buffer);
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ma_data_converter_uninit(&alias.stream.buffer->converter, NULL);
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RL_FREE(alias.stream.buffer);
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}
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}
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@ -1014,7 +1063,6 @@ void UpdateSound(Sound sound, const void *data, int frameCount)
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{
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StopAudioBuffer(sound.stream.buffer);
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// TODO: May want to lock/unlock this since this data buffer is read at mixing time
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memcpy(sound.stream.buffer->data, data, frameCount*ma_get_bytes_per_frame(sound.stream.buffer->converter.formatIn, sound.stream.buffer->converter.channelsIn));
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}
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}
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@ -1741,19 +1789,10 @@ void UnloadMusicStream(Music music)
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}
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}
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// Start music playing (open stream)
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// Start music playing (open stream) from beginning
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void PlayMusicStream(Music music)
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{
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if (music.stream.buffer != NULL)
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{
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// For music streams, we need to make sure we maintain the frame cursor position
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// This is a hack for this section of code in UpdateMusicStream()
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// NOTE: In case window is minimized, music stream is stopped, just make sure to
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// play again on window restore: if (IsMusicStreamPlaying(music)) PlayMusicStream(music);
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ma_uint32 frameCursorPos = music.stream.buffer->frameCursorPos;
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PlayAudioStream(music.stream); // WARNING: This resets the cursor position.
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music.stream.buffer->frameCursorPos = frameCursorPos;
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}
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PlayAudioStream(music.stream);
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}
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// Pause music playing
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@ -1835,7 +1874,9 @@ void SeekMusicStream(Music music, float position)
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default: break;
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}
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ma_mutex_lock(&AUDIO.System.lock);
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music.stream.buffer->framesProcessed = positionInFrames;
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ma_mutex_unlock(&AUDIO.System.lock);
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}
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// Update (re-fill) music buffers if data already processed
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@ -1843,6 +1884,8 @@ void UpdateMusicStream(Music music)
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{
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if (music.stream.buffer == NULL) return;
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ma_mutex_lock(&AUDIO.System.lock);
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unsigned int subBufferSizeInFrames = music.stream.buffer->sizeInFrames/2;
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// On first call of this function we lazily pre-allocated a temp buffer to read audio files/memory data in
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@ -1859,7 +1902,7 @@ void UpdateMusicStream(Music music)
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// Check both sub-buffers to check if they require refilling
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for (int i = 0; i < 2; i++)
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{
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if ((music.stream.buffer != NULL) && !music.stream.buffer->isSubBufferProcessed[i]) continue; // No refilling required, move to next sub-buffer
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if (!music.stream.buffer->isSubBufferProcessed[i]) continue; // No refilling required, move to next sub-buffer
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unsigned int framesLeft = music.frameCount - music.stream.buffer->framesProcessed; // Frames left to be processed
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unsigned int framesToStream = 0; // Total frames to be streamed
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@ -1978,7 +2021,7 @@ void UpdateMusicStream(Music music)
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default: break;
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}
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UpdateAudioStream(music.stream, AUDIO.System.pcmBuffer, framesToStream);
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UpdateAudioStreamInLockedState(music.stream, AUDIO.System.pcmBuffer, framesToStream);
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music.stream.buffer->framesProcessed = music.stream.buffer->framesProcessed%music.frameCount;
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@ -1986,6 +2029,7 @@ void UpdateMusicStream(Music music)
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{
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if (!music.looping)
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{
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ma_mutex_unlock(&AUDIO.System.lock);
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// Streaming is ending, we filled latest frames from input
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StopMusicStream(music);
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return;
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@ -1993,9 +2037,7 @@ void UpdateMusicStream(Music music)
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}
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}
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// NOTE: In case window is minimized, music stream is stopped,
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// just make sure to play again on window restore
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if (IsMusicStreamPlaying(music)) PlayMusicStream(music);
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ma_mutex_unlock(&AUDIO.System.lock);
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}
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// Check if any music is playing
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@ -2049,6 +2091,7 @@ float GetMusicTimePlayed(Music music)
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else
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#endif
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{
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ma_mutex_lock(&AUDIO.System.lock);
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//ma_uint32 frameSizeInBytes = ma_get_bytes_per_sample(music.stream.buffer->dsp.formatConverterIn.config.formatIn)*music.stream.buffer->dsp.formatConverterIn.config.channels;
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int framesProcessed = (int)music.stream.buffer->framesProcessed;
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int subBufferSize = (int)music.stream.buffer->sizeInFrames/2;
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@ -2058,6 +2101,7 @@ float GetMusicTimePlayed(Music music)
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int framesPlayed = (framesProcessed - framesInFirstBuffer - framesInSecondBuffer + framesSentToMix)%(int)music.frameCount;
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if (framesPlayed < 0) framesPlayed += music.frameCount;
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secondsPlayed = (float)framesPlayed/music.stream.sampleRate;
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ma_mutex_unlock(&AUDIO.System.lock);
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}
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}
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@ -2117,6 +2161,13 @@ void UnloadAudioStream(AudioStream stream)
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// NOTE 1: Only updates one buffer of the stream source: dequeue -> update -> queue
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// NOTE 2: To dequeue a buffer it needs to be processed: IsAudioStreamProcessed()
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void UpdateAudioStream(AudioStream stream, const void *data, int frameCount)
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{
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ma_mutex_lock(&AUDIO.System.lock);
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UpdateAudioStreamInLockedState(stream, data, frameCount);
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ma_mutex_unlock(&AUDIO.System.lock);
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}
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void UpdateAudioStreamInLockedState(AudioStream stream, const void *data, int frameCount)
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{
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if (stream.buffer != NULL)
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{
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@ -2170,7 +2221,11 @@ bool IsAudioStreamProcessed(AudioStream stream)
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{
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if (stream.buffer == NULL) return false;
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return (stream.buffer->isSubBufferProcessed[0] || stream.buffer->isSubBufferProcessed[1]);
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bool result = false;
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ma_mutex_lock(&AUDIO.System.lock);
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result = stream.buffer->isSubBufferProcessed[0] || stream.buffer->isSubBufferProcessed[1];
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ma_mutex_unlock(&AUDIO.System.lock);
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return result;
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}
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// Play audio stream
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@ -2230,7 +2285,12 @@ void SetAudioStreamBufferSizeDefault(int size)
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// Audio thread callback to request new data
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void SetAudioStreamCallback(AudioStream stream, AudioCallback callback)
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{
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if (stream.buffer != NULL) stream.buffer->callback = callback;
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if (stream.buffer != NULL)
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{
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ma_mutex_lock(&AUDIO.System.lock);
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stream.buffer->callback = callback;
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ma_mutex_unlock(&AUDIO.System.lock);
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}
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}
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// Add processor to audio stream. Contrary to buffers, the order of processors is important.
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@ -2424,7 +2484,7 @@ static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer,
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// We need to break from this loop if we're not looping
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if (!audioBuffer->looping)
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{
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StopAudioBuffer(audioBuffer);
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StopAudioBufferInLockedState(audioBuffer);
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break;
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}
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}
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@ -2560,7 +2620,7 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const
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{
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if (!audioBuffer->looping)
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{
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StopAudioBuffer(audioBuffer);
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StopAudioBufferInLockedState(audioBuffer);
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break;
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}
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else
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