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coreaudio: we don't need to track number of allocated audio buffers anymore.

CoreAudio takes care of iterating through the buffers and freeing them now,
so we don't have to manage this ourselves.
Ryan C. Gordon 8 年之前
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6844d92c23
共有 2 个文件被更改,包括 6 次插入8 次删除
  1. 0 1
      src/audio/coreaudio/SDL_coreaudio.h
  2. 6 7
      src/audio/coreaudio/SDL_coreaudio.m

+ 0 - 1
src/audio/coreaudio/SDL_coreaudio.h

@@ -47,7 +47,6 @@ struct SDL_PrivateAudioData
 {
     SDL_Thread *thread;
     AudioQueueRef audioQueue;
-    int numAudioBuffers;
     AudioQueueBufferRef *audioBuffer;
     void *buffer;
     UInt32 bufferOffset;

+ 6 - 7
src/audio/coreaudio/SDL_coreaudio.m

@@ -667,23 +667,22 @@ prepare_audioqueue(_THIS)
 
     /* Make sure we can feed the device at least 50 milliseconds at a time. */
     const double msecs = (this->spec.samples / ((double) this->spec.freq)) * 1000.0;
-    if (msecs >= 10.0) {
-        this->hidden->numAudioBuffers = 2;
-    } else {
-        this->hidden->numAudioBuffers = (int) (SDL_ceil(10.0 / msecs) * 2);
+    int numAudioBuffers = 2;
+    if (msecs < 10.0) {  /* use more buffers if we have a VERY small sample set. */
+        numAudioBuffers = (int) (SDL_ceil(10.0 / msecs) * 2);
     }
 
-    this->hidden->audioBuffer = SDL_calloc(1, sizeof (AudioQueueBufferRef) * this->hidden->numAudioBuffers);
+    this->hidden->audioBuffer = SDL_calloc(1, sizeof (AudioQueueBufferRef) * numAudioBuffers);
     if (this->hidden->audioBuffer == NULL) {
         SDL_OutOfMemory();
         return 0;
     }
 
 #if DEBUG_COREAUDIO
-    printf("COREAUDIO: numAudioBuffers == %d\n", this->hidden->numAudioBuffers);
+    printf("COREAUDIO: numAudioBuffers == %d\n", numAudioBuffers);
 #endif
 
-    for (i = 0; i < this->hidden->numAudioBuffers; i++) {
+    for (i = 0; i < numAudioBuffers; i++) {
         result = AudioQueueAllocateBuffer(this->hidden->audioQueue, this->spec.size, &this->hidden->audioBuffer[i]);
         CHECK_RESULT("AudioQueueAllocateBuffer");
         SDL_memset(this->hidden->audioBuffer[i]->mAudioData, this->spec.silence, this->hidden->audioBuffer[i]->mAudioDataBytesCapacity);