Files
questshock/android/engine-patches/16-android-audio-single-device.patch
ml 504ed3e1cb 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)
2026-08-30 07:09:16 +02:00

182 lines
5.4 KiB
Diff

--- 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