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:
@@ -383,10 +383,14 @@ each one does:
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emulation) for real GLES-native equivalents: a custom `pointSize`
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uniform, a shader-side alpha discard, and native point-sprite
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rasterization.
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- **`05-android-audio-driver.patch`** - forces SDL2's older OpenSL ES
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audio backend instead of AAudio, because AAudio only allows one open
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playback device and the engine opens two (cutscene audio plus
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`Mix_OpenAudio` for SFX/MIDI).
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- **`05-android-audio-driver.patch`** - forces SDL2's OpenSL ES audio
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backend instead of AAudio via
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`SDL_SetHintWithPriority(..., SDL_HINT_OVERRIDE)` (so nothing else can
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take precedence and silently leave AAudio selected), and logs the
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actual `SDL_GetCurrentAudioDriver()` result right after `SDL_Init()`
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as a standing on-device diagnostic. Does not by itself fix SFX/MIDI
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playback - see `16-android-audio-single-device.patch` and README 5.5.3
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for the actual cause and fix.
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- **`06-android-resize-event.patch`** - makes the engine react to
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`SDL_WINDOWEVENT_RESIZED`, not just `SIZE_CHANGED`, since Android's SDL
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backend only ever sends the former for surface-driven resizes.
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@@ -434,6 +438,32 @@ each one does:
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inherited non-default unpack state left behind elsewhere in the frame
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and misread every row. Fixed by resetting both to the packed defaults
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immediately before this upload.
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- **`15-android-audio-error-detail.patch`** - `snd_start_digital()`'s
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`Mix_OpenAudio()` failure only logged a fixed string, not the actual
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reason. Adds `SDL_GetError()` to the log line so the next on-device
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failure reports the real underlying error.
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- **`16-android-audio-single-device.patch`** - fixes SFX/MIDI music not
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playing (see README 5.5.3). `snd_start_digital()` opened two SDL audio
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devices: a raw `SDL_OpenAudioDevice()` for cutscene/audiolog audio and
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a second one via `Mix_OpenAudio()` for SFX/MIDI - SDL's Android audio
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backends only ever allow one open non-capture device, so the second
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open always failed. Removes the raw device entirely and feeds cutscene/
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audiolog PCM into the `Mix_OpenAudio()` device's output instead, via
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`Mix_SetPostMix()` (mixing in rather than overwriting, so it doesn't
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silence any SFX/MIDI music playing at the same time). `cutsloop.c`'s
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and `audiolog.c`'s `SDL_PauseAudioDevice()` calls (no longer meaningful
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without a dedicated device) are removed; the cutscene-audio-stream
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pointer swaps they guarded are now protected by `SDL_LockAudio()`/
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`SDL_UnlockAudio()` instead, since SDL_mixer's audio thread now reads
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that pointer continuously via the post-mix hook.
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- **`17-android-native-midi-unsupported.patch`** - `NativeMidiInit()` in
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`MusicDevice.c` has real implementations only under `#ifdef WIN32` and
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`#elif defined(USE_ALSA)`; on every other platform (Android included)
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it fell through to `return 0` (success) without ever opening a device,
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so a `midi-backend` preference of "Native" (see README 5.5.4) played
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silently forever instead of falling back. Adds an `#else` branch that
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returns failure and logs a `WARN`, so `InitDecXMI()`'s existing
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fallback-to-dummy-driver logic actually triggers.
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`android/gl4es-patches/`:
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@@ -517,10 +547,58 @@ left behind elsewhere in the frame and misreads every row - a diagonal
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shear/banding pattern. Menus never trigger it because nothing in the
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menu-only code paths sets a custom unpack stride first.
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**Fix** (`14-android-quad-unpack-state.patch`): explicitly reset both
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`GL_UNPACK_ROW_LENGTH` and `GL_UNPACK_ALIGNMENT` to their tightly-packed
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values immediately before this `glTexImage2D` call, removing the
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dependency on whatever GL state preceded it.
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#### 5.5.3. In-game SFX and MIDI music didn't play
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Intro cutscene audio played correctly, but in-game SFX and MIDI/background
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music never played, on-device.
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**Root cause:** `snd_start_digital()` in `engine/src/MacSrc/SDLSound.c`
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opened two separate SDL audio devices - a raw `SDL_OpenAudioDevice()`
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call (used for cutscene/movie audio, always succeeded) and a second
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device via `Mix_OpenAudio()` (used for SFX and, via `Mix_HookMusic`,
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MIDI music - always failed, `SDL_GetError()` reporting "Audio device
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already open"). SDL's Android audio backends (both AAudio and OpenSL ES)
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only ever allow one open non-capture device - forcing OpenSL ES instead
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of AAudio (`05-android-audio-driver.patch`) doesn't change this, since
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the restriction isn't backend-specific.
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**Fix (`16-android-audio-single-device.patch`):** removed the raw
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`SDL_OpenAudioDevice()` call entirely. Cutscene/audiolog PCM (previously
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delivered via that device's own callback) is now mixed into the single
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`Mix_OpenAudio()` device's output via `Mix_SetPostMix()`, additively
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(`SDL_MixAudioFormat`) rather than overwritten, so SFX/MIDI music
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already mixed into the buffer isn't silenced whenever a cutscene or
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audiolog plays. The stream-pointer swaps in `cutsloop.c`/`audiolog.c`
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that used to be guarded by pausing the now-removed device are guarded by
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`SDL_LockAudio()`/`SDL_UnlockAudio()` instead, since the post-mix hook
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runs continuously on SDL_mixer's own audio thread.
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#### 5.5.4. MIDI music silent even after audio otherwise worked
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After fixing 5.5.3, SFX and cutscene audio played correctly, but MIDI
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background music was still silent, with logcat showing `Creating native
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MIDI device` instead of `Creating FluidSynth MIDI device`.
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**Root cause:** the engine's `midi-backend` preference (`0` = ADLMIDI,
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`1` = Native, `2` = FluidSynth) is persisted in a `prefs.txt` file in the
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app's private storage, which Android retains across every APK
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reinstall/upgrade (only a full uninstall clears it). A stale value of
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`1` (Native) from earlier testing was carried forward through every
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rebuild this whole session. `SetDefaultPrefs()` (`Prefs.c`) does default
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to `2` (FluidSynth) whenever `USE_FLUIDSYNTH` is defined, which it
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always has been for this build - the default was never wrong, only the
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persisted override. `NativeMidiInit()` has no real implementation on
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Android (see `17-android-native-midi-unsupported.patch`), so it silently
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reported success without opening anything.
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**Fix:** a full uninstall (not just installing a new build over the old
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one) clears the stale preference, after which MIDI plays correctly.
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`17-android-native-midi-unsupported.patch` additionally makes
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`NativeMidiInit()` report failure on unsupported platforms, so a stale
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"Native" preference falls back to `InitDecXMI()`'s existing dummy-driver
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path (still silent, but with a clear `WARN` in logcat) instead of
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silently reporting success while never opening anything - a much faster
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diagnosis if this ever recurs.
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## 6. License
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@@ -1,6 +1,6 @@
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--- a/src/MacSrc/Shock.c
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+++ b/src/MacSrc/Shock.c
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@@ -162,6 +162,17 @@
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@@ -162,9 +162,26 @@
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void InitSDL() {
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SDL_SetHint(SDL_HINT_NO_SIGNAL_HANDLERS, "1");
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SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
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@@ -12,9 +12,18 @@
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+ // src/audio/aaudio/SDL_aaudio.c). SDLSound.c opens two: one directly via
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+ // SDL_OpenAudioDevice() for cutscene audio, one via Mix_OpenAudio() for
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+ // SFX/MIDI. The older OpenSL ES backend has no such limitation, so force
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+ // it instead of AAudio.
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+ SDL_SetHint(SDL_HINT_AUDIODRIVER, "openslES");
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+ // it instead of AAudio. Uses SDL_HINT_OVERRIDE priority so nothing set
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+ // earlier (or by SDL/the platform) can take precedence over it.
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+ SDL_SetHintWithPriority(SDL_HINT_AUDIODRIVER, "openslES", SDL_HINT_OVERRIDE);
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+#endif
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO) < 0) {
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DEBUG("%s: Init failed", __FUNCTION__);
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}
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+#ifdef __ANDROID__
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+ // Standing diagnostic: reports which audio driver SDL actually selected,
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+ // to confirm the openslES override above took effect on-device.
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+ INFO("SDL audio driver: %s", SDL_GetCurrentAudioDriver());
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+#endif
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// TODO: figure out some universal set of settings that work...
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#ifdef __ANDROID__
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@@ -0,0 +1,11 @@
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--- a/src/MacSrc/SDLSound.c
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+++ b/src/MacSrc/SDLSound.c
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@@ -42,7 +42,7 @@
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}
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if (Mix_OpenAudio(48000, AUDIO_S16SYS, 2, 2048) < 0) {
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- ERROR("%s: Couldn't open audio device", __FUNCTION__);
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+ ERROR("%s: Couldn't open audio device: %s", __FUNCTION__, SDL_GetError());
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}
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Mix_AllocateChannels(SND_MAX_SAMPLES);
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@@ -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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@@ -0,0 +1,17 @@
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--- a/src/MusicSrc/MusicDevice.c
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+++ b/src/MusicSrc/MusicDevice.c
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@@ -569,6 +569,14 @@
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// connected
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ndev->dev.isOpen = 1;
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ndev->dev.outputIndex = outputIndex;
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+#else
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+ // No native MIDI backend implemented for this platform (e.g. Android) -
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+ // report failure so InitDecXMI()'s caller falls back to another device
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+ // instead of treating an unopened device as successfully initialized.
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+ (void)outputIndex;
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+ (void)samplerate;
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+ WARN("NativeMidiInit(): native MIDI is not implemented on this platform");
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+ return -1;
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#endif
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// suppress compiler warnings
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(void)outputIndex;
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Block a user