|
@@ -256,6 +256,7 @@ void CloseAudioContext(AudioContext ctx)
|
|
|
queued--;
|
|
|
}
|
|
|
|
|
|
+ //delete source and buffers
|
|
|
alDeleteSources(1, &context->alSource);
|
|
|
alDeleteBuffers(2, context->alBuffer);
|
|
|
mixChannelsActive_g[context->mixChannel] = NULL;
|
|
@@ -266,7 +267,8 @@ void CloseAudioContext(AudioContext ctx)
|
|
|
|
|
|
// Pushes more audio data into context mix channel, if none are ever pushed then zeros are fed in
|
|
|
// Call "UpdateAudioContext(ctx, NULL, 0)" every game tick if you want to pause the audio
|
|
|
-void UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength)
|
|
|
+// Returns true if data was pushed onto queue, otherwise if queue is full then no data is added and false is returned
|
|
|
+bool UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength)
|
|
|
{
|
|
|
AudioContext_t *context = (AudioContext_t*)ctx;
|
|
|
if (context && mixChannelsActive_g[context->mixChannel] == context)
|
|
@@ -274,7 +276,9 @@ void UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength
|
|
|
ALint processed = 0;
|
|
|
ALuint buffer = 0;
|
|
|
alGetSourcei(context->alSource, AL_BUFFERS_PROCESSED, &processed); // Get the number of already processed buffers (if any)
|
|
|
-
|
|
|
+
|
|
|
+ if(!processed) return false;//nothing to process, queue is still full
|
|
|
+
|
|
|
if (!data || !dataLength)// play silence
|
|
|
while (processed > 0)
|
|
|
{
|
|
@@ -283,6 +287,7 @@ void UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength
|
|
|
alSourceQueueBuffers(context->alSource, 1, &buffer);
|
|
|
processed--;
|
|
|
}
|
|
|
+ return true;
|
|
|
}
|
|
|
}
|
|
|
|