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:
ml
2026-08-30 07:09:16 +02:00
parent d6e438a541
commit 504ed3e1cb
5 changed files with 307 additions and 11 deletions
+86 -8
View File
@@ -383,10 +383,14 @@ each one does:
emulation) for real GLES-native equivalents: a custom `pointSize` emulation) for real GLES-native equivalents: a custom `pointSize`
uniform, a shader-side alpha discard, and native point-sprite uniform, a shader-side alpha discard, and native point-sprite
rasterization. rasterization.
- **`05-android-audio-driver.patch`** - forces SDL2's older OpenSL ES - **`05-android-audio-driver.patch`** - forces SDL2's OpenSL ES audio
audio backend instead of AAudio, because AAudio only allows one open backend instead of AAudio via
playback device and the engine opens two (cutscene audio plus `SDL_SetHintWithPriority(..., SDL_HINT_OVERRIDE)` (so nothing else can
`Mix_OpenAudio` for SFX/MIDI). take precedence and silently leave AAudio selected), and logs the
actual `SDL_GetCurrentAudioDriver()` result right after `SDL_Init()`
as a standing on-device diagnostic. Does not by itself fix SFX/MIDI
playback - see `16-android-audio-single-device.patch` and README 5.5.3
for the actual cause and fix.
- **`06-android-resize-event.patch`** - makes the engine react to - **`06-android-resize-event.patch`** - makes the engine react to
`SDL_WINDOWEVENT_RESIZED`, not just `SIZE_CHANGED`, since Android's SDL `SDL_WINDOWEVENT_RESIZED`, not just `SIZE_CHANGED`, since Android's SDL
backend only ever sends the former for surface-driven resizes. backend only ever sends the former for surface-driven resizes.
@@ -434,6 +438,32 @@ each one does:
inherited non-default unpack state left behind elsewhere in the frame inherited non-default unpack state left behind elsewhere in the frame
and misread every row. Fixed by resetting both to the packed defaults and misread every row. Fixed by resetting both to the packed defaults
immediately before this upload. immediately before this upload.
- **`15-android-audio-error-detail.patch`** - `snd_start_digital()`'s
`Mix_OpenAudio()` failure only logged a fixed string, not the actual
reason. Adds `SDL_GetError()` to the log line so the next on-device
failure reports the real underlying error.
- **`16-android-audio-single-device.patch`** - fixes SFX/MIDI music not
playing (see README 5.5.3). `snd_start_digital()` opened two SDL audio
devices: a raw `SDL_OpenAudioDevice()` for cutscene/audiolog audio and
a second one via `Mix_OpenAudio()` for SFX/MIDI - SDL's Android audio
backends only ever allow one open non-capture device, so the second
open always failed. Removes the raw device entirely and feeds cutscene/
audiolog PCM into the `Mix_OpenAudio()` device's output instead, via
`Mix_SetPostMix()` (mixing in rather than overwriting, so it doesn't
silence any SFX/MIDI music playing at the same time). `cutsloop.c`'s
and `audiolog.c`'s `SDL_PauseAudioDevice()` calls (no longer meaningful
without a dedicated device) are removed; the cutscene-audio-stream
pointer swaps they guarded are now protected by `SDL_LockAudio()`/
`SDL_UnlockAudio()` instead, since SDL_mixer's audio thread now reads
that pointer continuously via the post-mix hook.
- **`17-android-native-midi-unsupported.patch`** - `NativeMidiInit()` in
`MusicDevice.c` has real implementations only under `#ifdef WIN32` and
`#elif defined(USE_ALSA)`; on every other platform (Android included)
it fell through to `return 0` (success) without ever opening a device,
so a `midi-backend` preference of "Native" (see README 5.5.4) played
silently forever instead of falling back. Adds an `#else` branch that
returns failure and logs a `WARN`, so `InitDecXMI()`'s existing
fallback-to-dummy-driver logic actually triggers.
`android/gl4es-patches/`: `android/gl4es-patches/`:
@@ -517,10 +547,58 @@ left behind elsewhere in the frame and misreads every row - a diagonal
shear/banding pattern. Menus never trigger it because nothing in the shear/banding pattern. Menus never trigger it because nothing in the
menu-only code paths sets a custom unpack stride first. menu-only code paths sets a custom unpack stride first.
**Fix** (`14-android-quad-unpack-state.patch`): explicitly reset both #### 5.5.3. In-game SFX and MIDI music didn't play
`GL_UNPACK_ROW_LENGTH` and `GL_UNPACK_ALIGNMENT` to their tightly-packed
values immediately before this `glTexImage2D` call, removing the Intro cutscene audio played correctly, but in-game SFX and MIDI/background
dependency on whatever GL state preceded it. music never played, on-device.
**Root cause:** `snd_start_digital()` in `engine/src/MacSrc/SDLSound.c`
opened two separate SDL audio devices - a raw `SDL_OpenAudioDevice()`
call (used for cutscene/movie audio, always succeeded) and a second
device via `Mix_OpenAudio()` (used for SFX and, via `Mix_HookMusic`,
MIDI music - always failed, `SDL_GetError()` reporting "Audio device
already open"). SDL's Android audio backends (both AAudio and OpenSL ES)
only ever allow one open non-capture device - forcing OpenSL ES instead
of AAudio (`05-android-audio-driver.patch`) doesn't change this, since
the restriction isn't backend-specific.
**Fix (`16-android-audio-single-device.patch`):** removed the raw
`SDL_OpenAudioDevice()` call entirely. Cutscene/audiolog PCM (previously
delivered via that device's own callback) is now mixed into the single
`Mix_OpenAudio()` device's output via `Mix_SetPostMix()`, additively
(`SDL_MixAudioFormat`) rather than overwritten, so SFX/MIDI music
already mixed into the buffer isn't silenced whenever a cutscene or
audiolog plays. The stream-pointer swaps in `cutsloop.c`/`audiolog.c`
that used to be guarded by pausing the now-removed device are guarded by
`SDL_LockAudio()`/`SDL_UnlockAudio()` instead, since the post-mix hook
runs continuously on SDL_mixer's own audio thread.
#### 5.5.4. MIDI music silent even after audio otherwise worked
After fixing 5.5.3, SFX and cutscene audio played correctly, but MIDI
background music was still silent, with logcat showing `Creating native
MIDI device` instead of `Creating FluidSynth MIDI device`.
**Root cause:** the engine's `midi-backend` preference (`0` = ADLMIDI,
`1` = Native, `2` = FluidSynth) is persisted in a `prefs.txt` file in the
app's private storage, which Android retains across every APK
reinstall/upgrade (only a full uninstall clears it). A stale value of
`1` (Native) from earlier testing was carried forward through every
rebuild this whole session. `SetDefaultPrefs()` (`Prefs.c`) does default
to `2` (FluidSynth) whenever `USE_FLUIDSYNTH` is defined, which it
always has been for this build - the default was never wrong, only the
persisted override. `NativeMidiInit()` has no real implementation on
Android (see `17-android-native-midi-unsupported.patch`), so it silently
reported success without opening anything.
**Fix:** a full uninstall (not just installing a new build over the old
one) clears the stale preference, after which MIDI plays correctly.
`17-android-native-midi-unsupported.patch` additionally makes
`NativeMidiInit()` report failure on unsupported platforms, so a stale
"Native" preference falls back to `InitDecXMI()`'s existing dummy-driver
path (still silent, but with a clear `WARN` in logcat) instead of
silently reporting success while never opening anything - a much faster
diagnosis if this ever recurs.
## 6. License ## 6. License
@@ -1,6 +1,6 @@
--- a/src/MacSrc/Shock.c --- a/src/MacSrc/Shock.c
+++ b/src/MacSrc/Shock.c +++ b/src/MacSrc/Shock.c
@@ -162,6 +162,17 @@ @@ -162,9 +162,26 @@
void InitSDL() { void InitSDL() {
SDL_SetHint(SDL_HINT_NO_SIGNAL_HANDLERS, "1"); SDL_SetHint(SDL_HINT_NO_SIGNAL_HANDLERS, "1");
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl"); SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
@@ -12,9 +12,18 @@
+ // src/audio/aaudio/SDL_aaudio.c). SDLSound.c opens two: one directly via + // src/audio/aaudio/SDL_aaudio.c). SDLSound.c opens two: one directly via
+ // SDL_OpenAudioDevice() for cutscene audio, one via Mix_OpenAudio() for + // SDL_OpenAudioDevice() for cutscene audio, one via Mix_OpenAudio() for
+ // SFX/MIDI. The older OpenSL ES backend has no such limitation, so force + // SFX/MIDI. The older OpenSL ES backend has no such limitation, so force
+ // it instead of AAudio. + // it instead of AAudio. Uses SDL_HINT_OVERRIDE priority so nothing set
+ SDL_SetHint(SDL_HINT_AUDIODRIVER, "openslES"); + // earlier (or by SDL/the platform) can take precedence over it.
+ SDL_SetHintWithPriority(SDL_HINT_AUDIODRIVER, "openslES", SDL_HINT_OVERRIDE);
+#endif +#endif
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO) < 0) { if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO) < 0) {
DEBUG("%s: Init failed", __FUNCTION__); DEBUG("%s: Init failed", __FUNCTION__);
} }
+#ifdef __ANDROID__
+ // Standing diagnostic: reports which audio driver SDL actually selected,
+ // to confirm the openslES override above took effect on-device.
+ INFO("SDL audio driver: %s", SDL_GetCurrentAudioDriver());
+#endif
// TODO: figure out some universal set of settings that work...
#ifdef __ANDROID__
@@ -0,0 +1,11 @@
--- a/src/MacSrc/SDLSound.c
+++ b/src/MacSrc/SDLSound.c
@@ -42,7 +42,7 @@
}
if (Mix_OpenAudio(48000, AUDIO_S16SYS, 2, 2048) < 0) {
- ERROR("%s: Couldn't open audio device", __FUNCTION__);
+ ERROR("%s: Couldn't open audio device: %s", __FUNCTION__, SDL_GetError());
}
Mix_AllocateChannels(SND_MAX_SAMPLES);
@@ -0,0 +1,181 @@
--- a/src/MacSrc/SDLSound.c
+++ b/src/MacSrc/SDLSound.c
@@ -19,24 +19,6 @@
// Startup the sound system
- SDL_AudioSpec spec, obtained;
- spec.freq = 48000;
- spec.format = AUDIO_S16SYS;
- spec.channels = 2;
- spec.samples = 2048;
- spec.callback = AudioStreamCallback;
- spec.userdata = (void *)&cutscene_audiostream;
-
- extern SDL_AudioDeviceID device;
- device = SDL_OpenAudioDevice(NULL, 0, &spec, &obtained, 0);
-
- if (device == 0) {
- ERROR("Could not open SDL audio: %s", SDL_GetError());
- } else {
- INFO("Opened Music Stream, deviceID %d, freq %d, size %d, format %d, channels %d, samples %d", device,
- obtained.freq, obtained.size, obtained.format, obtained.channels, obtained.samples);
- }
-
if (Mix_Init(MIX_INIT_MP3) < 0) {
ERROR("%s: Init failed", __FUNCTION__);
}
@@ -50,10 +32,18 @@
Mix_HookMusic(MusicCallback, (void *)&MusicDev);
Mix_VolumeMusic(MIX_MAX_VOLUME); // use max volume for music stream
+ // Cutscene/audiolog playback (AudioStreamCallback, see cutsloop.c) used to
+ // run through its own SDL_OpenAudioDevice() device, separate from this
+ // one - SDL only ever allows one open non-capture device on Android's
+ // audio backends, so that second open always failed with "Audio device
+ // already open" and both SFX and MIDI music (both routed through this
+ // Mix_OpenAudio device) silently never played. Mixed into this device's
+ // post-mix stage instead, so there is only ever one device open.
+ Mix_SetPostMix(AudioStreamCallback, (void *)&cutscene_audiostream);
+
InitReadXMI();
atexit(Mix_CloseAudio);
- atexit(SDL_CloseAudio);
return OK;
}
--- a/src/MacSrc/Shock.c
+++ b/src/MacSrc/Shock.c
@@ -60,8 +60,6 @@
SDL_Palette *sdlPalette;
SDL_Renderer *renderer;
-SDL_AudioDeviceID device;
-
int num_args;
char **arg_values;
--- a/src/GameSrc/cutsloop.c
+++ b/src/GameSrc/cutsloop.c
@@ -83,15 +83,25 @@
extern char FrnSubtitle[256];
extern char GerSubtitle[256];
-extern SDL_AudioDeviceID device;
-
-
+// Runs as SDL_mixer's post-mix hook (see snd_start_digital() in
+// SDLSound.c) rather than a dedicated SDL audio device's callback, so
+// SFX/MIDI music sharing the same device are already mixed into `stream`
+// by the time this runs - mix in rather than overwrite, so they aren't
+// silenced whenever a cutscene or audiolog is playing.
void AudioStreamCallback(void *userdata, unsigned char *stream, int len)
{
+ static Uint8 mixbuf[MOVIE_DEFAULT_BLOCKLEN * 4];
SDL_AudioStream *as = *(SDL_AudioStream **)userdata;
- if (as != NULL && SDL_AudioStreamAvailable(as) > 0)
- SDL_AudioStreamGet(as, stream, len);
+ if (as == NULL || SDL_AudioStreamAvailable(as) <= 0)
+ return;
+
+ if (len > (int)sizeof(mixbuf))
+ len = (int)sizeof(mixbuf);
+
+ int got = SDL_AudioStreamGet(as, mixbuf, len);
+ if (got > 0)
+ SDL_MixAudioFormat(stream, mixbuf, AUDIO_S16SYS, got, SDL_MIX_MAXVOLUME);
}
@@ -153,11 +163,13 @@
if (cutscene_audiostream != NULL)
{
- SDL_PauseAudioDevice(device, 1);
- SDL_Delay(1);
-
+ // AudioStreamCallback (SDL_mixer's post-mix hook) runs continuously on
+ // SDL_mixer's own audio thread and reads this pointer - lock around
+ // freeing it so that thread can't be mid-read when it's freed.
+ SDL_LockAudio();
SDL_FreeAudioStream(cutscene_audiostream);
cutscene_audiostream = NULL;
+ SDL_UnlockAudio();
if (cutscene_audiobuffer)
{
@@ -184,8 +196,6 @@
if (cutscene_audiostream)
{
- SDL_PauseAudioDevice(device, 0);
-
if (cutscene_audiobuffer_size > 0)
{
// === adjust volume in buffer here ===
@@ -325,10 +335,9 @@
if (sfx_on)
{
- SDL_PauseAudioDevice(device, 1);
- SDL_Delay(1);
-
+ SDL_LockAudio();
cutscene_audiostream = SDL_NewAudioStream(AUDIO_U8, 1, fix_int(amovie->a.sampleRate), AUDIO_S16SYS, 2, 48000);
+ SDL_UnlockAudio();
cutscene_audiobuffer_pos = cutscene_audiobuffer;
}
--- a/src/GameSrc/audiolog.c
+++ b/src/GameSrc/audiolog.c
@@ -61,8 +61,6 @@
extern uchar curr_alog_vol;
extern char which_lang;
-extern SDL_AudioDeviceID device;
-
errtype audiolog_init(void) { return OK; }
errtype audiolog_play(int email_id) {
@@ -114,10 +112,9 @@
DEBUG("%s: Playing email", __FUNCTION__);
- SDL_PauseAudioDevice(device, 1);
- SDL_Delay(1);
-
+ SDL_LockAudio();
cutscene_audiostream = SDL_NewAudioStream(AUDIO_U8, 1, fix_int(palog->a.sampleRate), AUDIO_S16SYS, 2, 48000);
+ SDL_UnlockAudio();
audiolog_audiobuffer_pos = audiolog_audiobuffer;
@@ -150,11 +147,14 @@
}
if (cutscene_audiostream != NULL) {
- SDL_PauseAudioDevice(device, 1);
- SDL_Delay(1);
-
+ // AudioStreamCallback (SDL_mixer's post-mix hook, see cutsloop.c)
+ // runs continuously on SDL_mixer's own audio thread and reads this
+ // pointer - lock around freeing it so that thread can't be
+ // mid-read when it's freed.
+ SDL_LockAudio();
SDL_FreeAudioStream(cutscene_audiostream);
cutscene_audiostream = NULL;
+ SDL_UnlockAudio();
if (audiolog_audiobuffer) {
free(audiolog_audiobuffer);
@@ -177,8 +177,6 @@
errtype audiolog_loop_callback(void) {
if (cutscene_audiostream) {
- SDL_PauseAudioDevice(device, 0);
-
if (audiolog_audiobuffer_size > 0) {
int i, vol = curr_alog_vol * 127 / 100; // convert from 0-100 to 0-127
@@ -0,0 +1,17 @@
--- a/src/MusicSrc/MusicDevice.c
+++ b/src/MusicSrc/MusicDevice.c
@@ -569,6 +569,14 @@
// connected
ndev->dev.isOpen = 1;
ndev->dev.outputIndex = outputIndex;
+#else
+ // No native MIDI backend implemented for this platform (e.g. Android) -
+ // report failure so InitDecXMI()'s caller falls back to another device
+ // instead of treating an unopened device as successfully initialized.
+ (void)outputIndex;
+ (void)samplerate;
+ WARN("NativeMidiInit(): native MIDI is not implemented on this platform");
+ return -1;
#endif
// suppress compiler warnings
(void)outputIndex;