From 34b931f7eb29d717a8625f7f889ba33864c0231d Mon Sep 17 00:00:00 2001
From: "Ryan C. Gordon" <[EMAIL REDACTED]>
Date: Tue, 19 Sep 2023 12:37:21 -0400
Subject: [PATCH] audio: Added SDL_GetAudioStreamQueued
---
include/SDL3/SDL_audio.h | 33 +++++++++++++++++++++++++++++++
src/audio/SDL_audiocvt.c | 30 ++++++++++++++++++++++++----
src/audio/SDL_sysaudio.h | 1 +
src/dynapi/SDL_dynapi.sym | 1 +
src/dynapi/SDL_dynapi_overrides.h | 1 +
src/dynapi/SDL_dynapi_procs.h | 1 +
6 files changed, 63 insertions(+), 4 deletions(-)
diff --git a/include/SDL3/SDL_audio.h b/include/SDL3/SDL_audio.h
index c1eeda2cdec3..7b76a85de1b6 100644
--- a/include/SDL3/SDL_audio.h
+++ b/include/SDL3/SDL_audio.h
@@ -858,6 +858,39 @@ extern DECLSPEC int SDLCALL SDL_GetAudioStreamData(SDL_AudioStream *stream, void
*/
extern DECLSPEC int SDLCALL SDL_GetAudioStreamAvailable(SDL_AudioStream *stream);
+
+/**
+ * Get the number of sample frames currently queued.
+ *
+ * Since audio streams can change their input format at any time, even if there
+ * is still data queued in a different format, this reports the queued _sample
+ * frames_, so if you queue two stereo samples in float32 format and then
+ * queue five mono samples in Sint16 format, this will return 6.
+ *
+ * Queued data is not converted until it is consumed by SDL_GetAudioStreamData,
+ * so this value should be representative of the exact data that was put into
+ * the stream.
+ *
+ * If the stream has so much data that it would overflow an int, the return
+ * value is clamped to a maximum value, but no queued data is lost; if there
+ * are gigabytes of data queued, the app might need to read some of it with
+ * SDL_GetAudioStreamData before this function's return value is no longer
+ * clamped.
+ *
+ * \param stream The audio stream to query
+ * \returns the number of sample frames queued.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.0.0.
+ *
+ * \sa SDL_PutAudioStreamData
+ * \sa SDL_GetAudioStreamData
+ * \sa SDL_ClearAudioStream
+ */
+extern DECLSPEC int SDLCALL SDL_GetAudioStreamQueued(SDL_AudioStream *stream);
+
+
/**
* Tell the stream that you're done sending data, and anything being buffered
* should be converted/resampled and made available immediately.
diff --git a/src/audio/SDL_audiocvt.c b/src/audio/SDL_audiocvt.c
index eefc61101a47..018701d3e891 100644
--- a/src/audio/SDL_audiocvt.c
+++ b/src/audio/SDL_audiocvt.c
@@ -657,9 +657,12 @@ int SDL_PutAudioStreamData(SDL_AudioStream *stream, const void *buf, int len)
retval = SDL_WriteToAudioQueue(stream->queue, &stream->src_spec, buf, len);
}
- if ((retval == 0) && stream->put_callback) {
- const int newavail = SDL_GetAudioStreamAvailable(stream) - prev_available;
- stream->put_callback(stream->put_callback_userdata, stream, newavail, newavail);
+ if (retval == 0) {
+ stream->total_frames_queued += len / SDL_AUDIO_FRAMESIZE(stream->src_spec);
+ if (stream->put_callback) {
+ const int newavail = SDL_GetAudioStreamAvailable(stream) - prev_available;
+ stream->put_callback(stream->put_callback_userdata, stream, newavail, newavail);
+ }
}
SDL_UnlockMutex(stream->lock);
@@ -858,6 +861,8 @@ static int GetAudioStreamDataInternal(SDL_AudioStream *stream, void *buf, int ou
SDL_assert(!"Not enough data in queue (read)");
}
+ stream->total_frames_queued -= output_frames;
+
// Even if we aren't currently resampling, we always need to update the history buffer
UpdateAudioStreamHistoryBuffer(stream, input_buffer, input_bytes, NULL, 0);
@@ -946,6 +951,7 @@ static int GetAudioStreamDataInternal(SDL_AudioStream *stream, void *buf, int ou
if (SDL_ReadFromAudioQueue(stream->queue, input_buffer, input_bytes) != 0) {
SDL_assert(!"Not enough data in queue (resample read)");
}
+ stream->total_frames_queued -= input_frames;
// Update the history buffer and fill in the left padding
UpdateAudioStreamHistoryBuffer(stream, input_buffer, input_bytes, left_padding, padding_bytes);
@@ -1083,7 +1089,7 @@ int SDL_GetAudioStreamData(SDL_AudioStream *stream, void *voidbuf, int len)
return total;
}
-// number of converted/resampled bytes available
+// number of converted/resampled bytes available for output
int SDL_GetAudioStreamAvailable(SDL_AudioStream *stream)
{
if (!stream) {
@@ -1108,6 +1114,21 @@ int SDL_GetAudioStreamAvailable(SDL_AudioStream *stream)
return (int) SDL_min(count, SDL_INT_MAX);
}
+// number of sample frames that are currently queued as input.
+int SDL_GetAudioStreamQueued(SDL_AudioStream *stream)
+{
+ if (!stream) {
+ return SDL_InvalidParamError("stream");
+ }
+
+ SDL_LockMutex(stream->lock);
+ const Uint64 total = stream->total_frames_queued;
+ SDL_UnlockMutex(stream->lock);
+
+ // if this overflows an int, just clamp it to a maximum.
+ return (int) SDL_min(total, SDL_INT_MAX);
+}
+
int SDL_ClearAudioStream(SDL_AudioStream *stream)
{
if (stream == NULL) {
@@ -1119,6 +1140,7 @@ int SDL_ClearAudioStream(SDL_AudioStream *stream)
SDL_ClearAudioQueue(stream->queue);
SDL_zero(stream->input_spec);
stream->resample_offset = 0;
+ stream->total_frames_queued = 0;
SDL_UnlockMutex(stream->lock);
return 0;
diff --git a/src/audio/SDL_sysaudio.h b/src/audio/SDL_sysaudio.h
index 656397831429..abd16e800b06 100644
--- a/src/audio/SDL_sysaudio.h
+++ b/src/audio/SDL_sysaudio.h
@@ -175,6 +175,7 @@ struct SDL_AudioStream
float freq_ratio;
struct SDL_AudioQueue* queue;
+ Uint64 total_frames_queued;
SDL_AudioSpec input_spec; // The spec of input data currently being processed
Sint64 resample_offset;
diff --git a/src/dynapi/SDL_dynapi.sym b/src/dynapi/SDL_dynapi.sym
index f1d418eb6579..54467c5f5161 100644
--- a/src/dynapi/SDL_dynapi.sym
+++ b/src/dynapi/SDL_dynapi.sym
@@ -906,6 +906,7 @@ SDL3_0.0.0 {
SDL_GetAudioStreamFrequencyRatio;
SDL_SetAudioStreamFrequencyRatio;
SDL_SetAudioPostmixCallback;
+ SDL_GetAudioStreamQueued;
# extra symbols go here (don't modify this line)
local: *;
};
diff --git a/src/dynapi/SDL_dynapi_overrides.h b/src/dynapi/SDL_dynapi_overrides.h
index ffb08c079d45..da300e291329 100644
--- a/src/dynapi/SDL_dynapi_overrides.h
+++ b/src/dynapi/SDL_dynapi_overrides.h
@@ -931,3 +931,4 @@
#define SDL_GetAudioStreamFrequencyRatio SDL_GetAudioStreamFrequencyRatio_REAL
#define SDL_SetAudioStreamFrequencyRatio SDL_SetAudioStreamFrequencyRatio_REAL
#define SDL_SetAudioPostmixCallback SDL_SetAudioPostmixCallback_REAL
+#define SDL_GetAudioStreamQueued SDL_GetAudioStreamQueued_REAL
diff --git a/src/dynapi/SDL_dynapi_procs.h b/src/dynapi/SDL_dynapi_procs.h
index 71bda6eff3fa..a4ffe8d12c67 100644
--- a/src/dynapi/SDL_dynapi_procs.h
+++ b/src/dynapi/SDL_dynapi_procs.h
@@ -977,3 +977,4 @@ SDL_DYNAPI_PROC(int,SDL_SetWindowFocusable,(SDL_Window *a, SDL_bool b),(a,b),ret
SDL_DYNAPI_PROC(float,SDL_GetAudioStreamFrequencyRatio,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetAudioStreamFrequencyRatio,(SDL_AudioStream *a, float b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetAudioPostmixCallback,(SDL_AudioDeviceID a, SDL_AudioPostmixCallback b, void *c),(a,b,c),return)
+SDL_DYNAPI_PROC(int,SDL_GetAudioStreamQueued,(SDL_AudioStream *a),(a),return)