Fix SFX and MIDI music not playing on Android
snd_start_digital() opened two separate SDL audio devices - a raw one for cutscene/audiolog audio and a second via Mix_OpenAudio() for SFX/MIDI - but Android's audio backends only ever allow one open non-capture device, so the second open always failed silently. - Consolidate onto a single Mix_OpenAudio() device; cutscene/audiolog PCM is now mixed into its output via Mix_SetPostMix() instead of a dedicated device (16-android-audio-single-device.patch) - Add SDL_GetError() to the failure log so a future open failure is actually diagnosable (15-android-audio-error-detail.patch) - Make NativeMidiInit() report failure on platforms with no real implementation (Android included), instead of silently claiming success without opening anything (17-android-native-midi-unsupported.patch) - Strengthen the OpenSL ES driver hint to SDL_HINT_OVERRIDE and log the active audio driver as a standing diagnostic (05-android-audio-driver.patch)
This commit is contained in:
@@ -0,0 +1,181 @@
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--- a/src/MacSrc/SDLSound.c
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+++ b/src/MacSrc/SDLSound.c
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@@ -19,24 +19,6 @@
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// Startup the sound system
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- SDL_AudioSpec spec, obtained;
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- spec.freq = 48000;
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- spec.format = AUDIO_S16SYS;
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- spec.channels = 2;
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- spec.samples = 2048;
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- spec.callback = AudioStreamCallback;
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- spec.userdata = (void *)&cutscene_audiostream;
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-
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- extern SDL_AudioDeviceID device;
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- device = SDL_OpenAudioDevice(NULL, 0, &spec, &obtained, 0);
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-
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- if (device == 0) {
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- ERROR("Could not open SDL audio: %s", SDL_GetError());
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- } else {
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- INFO("Opened Music Stream, deviceID %d, freq %d, size %d, format %d, channels %d, samples %d", device,
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- obtained.freq, obtained.size, obtained.format, obtained.channels, obtained.samples);
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- }
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-
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if (Mix_Init(MIX_INIT_MP3) < 0) {
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ERROR("%s: Init failed", __FUNCTION__);
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}
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@@ -50,10 +32,18 @@
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Mix_HookMusic(MusicCallback, (void *)&MusicDev);
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Mix_VolumeMusic(MIX_MAX_VOLUME); // use max volume for music stream
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+ // Cutscene/audiolog playback (AudioStreamCallback, see cutsloop.c) used to
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+ // run through its own SDL_OpenAudioDevice() device, separate from this
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+ // one - SDL only ever allows one open non-capture device on Android's
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+ // audio backends, so that second open always failed with "Audio device
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+ // already open" and both SFX and MIDI music (both routed through this
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+ // Mix_OpenAudio device) silently never played. Mixed into this device's
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+ // post-mix stage instead, so there is only ever one device open.
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+ Mix_SetPostMix(AudioStreamCallback, (void *)&cutscene_audiostream);
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+
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InitReadXMI();
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atexit(Mix_CloseAudio);
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- atexit(SDL_CloseAudio);
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return OK;
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}
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--- a/src/MacSrc/Shock.c
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+++ b/src/MacSrc/Shock.c
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@@ -60,8 +60,6 @@
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SDL_Palette *sdlPalette;
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SDL_Renderer *renderer;
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-SDL_AudioDeviceID device;
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-
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int num_args;
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char **arg_values;
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--- a/src/GameSrc/cutsloop.c
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+++ b/src/GameSrc/cutsloop.c
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@@ -83,15 +83,25 @@
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extern char FrnSubtitle[256];
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extern char GerSubtitle[256];
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-extern SDL_AudioDeviceID device;
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-
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-
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+// Runs as SDL_mixer's post-mix hook (see snd_start_digital() in
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+// SDLSound.c) rather than a dedicated SDL audio device's callback, so
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+// SFX/MIDI music sharing the same device are already mixed into `stream`
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+// by the time this runs - mix in rather than overwrite, so they aren't
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+// silenced whenever a cutscene or audiolog is playing.
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void AudioStreamCallback(void *userdata, unsigned char *stream, int len)
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{
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+ static Uint8 mixbuf[MOVIE_DEFAULT_BLOCKLEN * 4];
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SDL_AudioStream *as = *(SDL_AudioStream **)userdata;
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- if (as != NULL && SDL_AudioStreamAvailable(as) > 0)
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- SDL_AudioStreamGet(as, stream, len);
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+ if (as == NULL || SDL_AudioStreamAvailable(as) <= 0)
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+ return;
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+
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+ if (len > (int)sizeof(mixbuf))
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+ len = (int)sizeof(mixbuf);
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+
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+ int got = SDL_AudioStreamGet(as, mixbuf, len);
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+ if (got > 0)
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+ SDL_MixAudioFormat(stream, mixbuf, AUDIO_S16SYS, got, SDL_MIX_MAXVOLUME);
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}
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@@ -153,11 +163,13 @@
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if (cutscene_audiostream != NULL)
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{
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- SDL_PauseAudioDevice(device, 1);
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- SDL_Delay(1);
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-
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+ // AudioStreamCallback (SDL_mixer's post-mix hook) runs continuously on
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+ // SDL_mixer's own audio thread and reads this pointer - lock around
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+ // freeing it so that thread can't be mid-read when it's freed.
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+ SDL_LockAudio();
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SDL_FreeAudioStream(cutscene_audiostream);
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cutscene_audiostream = NULL;
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+ SDL_UnlockAudio();
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if (cutscene_audiobuffer)
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{
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@@ -184,8 +196,6 @@
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if (cutscene_audiostream)
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{
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- SDL_PauseAudioDevice(device, 0);
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-
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if (cutscene_audiobuffer_size > 0)
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{
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// === adjust volume in buffer here ===
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@@ -325,10 +335,9 @@
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if (sfx_on)
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{
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- SDL_PauseAudioDevice(device, 1);
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- SDL_Delay(1);
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-
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+ SDL_LockAudio();
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cutscene_audiostream = SDL_NewAudioStream(AUDIO_U8, 1, fix_int(amovie->a.sampleRate), AUDIO_S16SYS, 2, 48000);
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+ SDL_UnlockAudio();
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cutscene_audiobuffer_pos = cutscene_audiobuffer;
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}
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--- a/src/GameSrc/audiolog.c
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+++ b/src/GameSrc/audiolog.c
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@@ -61,8 +61,6 @@
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extern uchar curr_alog_vol;
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extern char which_lang;
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-extern SDL_AudioDeviceID device;
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-
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errtype audiolog_init(void) { return OK; }
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errtype audiolog_play(int email_id) {
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@@ -114,10 +112,9 @@
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DEBUG("%s: Playing email", __FUNCTION__);
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- SDL_PauseAudioDevice(device, 1);
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- SDL_Delay(1);
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-
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+ SDL_LockAudio();
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cutscene_audiostream = SDL_NewAudioStream(AUDIO_U8, 1, fix_int(palog->a.sampleRate), AUDIO_S16SYS, 2, 48000);
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+ SDL_UnlockAudio();
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audiolog_audiobuffer_pos = audiolog_audiobuffer;
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@@ -150,11 +147,14 @@
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}
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if (cutscene_audiostream != NULL) {
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- SDL_PauseAudioDevice(device, 1);
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- SDL_Delay(1);
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-
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+ // AudioStreamCallback (SDL_mixer's post-mix hook, see cutsloop.c)
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+ // runs continuously on SDL_mixer's own audio thread and reads this
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+ // pointer - lock around freeing it so that thread can't be
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+ // mid-read when it's freed.
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+ SDL_LockAudio();
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SDL_FreeAudioStream(cutscene_audiostream);
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cutscene_audiostream = NULL;
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+ SDL_UnlockAudio();
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if (audiolog_audiobuffer) {
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free(audiolog_audiobuffer);
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@@ -177,8 +177,6 @@
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errtype audiolog_loop_callback(void) {
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if (cutscene_audiostream) {
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- SDL_PauseAudioDevice(device, 0);
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-
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if (audiolog_audiobuffer_size > 0) {
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int i, vol = curr_alog_vol * 127 / 100; // convert from 0-100 to 0-127
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