mirror of https://github.com/libsdl-org/SDL.git
audio: Don't call SDL_AudioStream callbacks for empty data sets.
Fixes #8095.
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@ -751,7 +751,10 @@ int SDL_PutAudioStreamData(SDL_AudioStream *stream, const void *buf, int len)
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stream->flushed = SDL_FALSE;
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if (stream->put_callback) {
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stream->put_callback(stream, SDL_GetAudioStreamAvailable(stream) - prev_available, stream->put_callback_userdata);
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const int newavail = SDL_GetAudioStreamAvailable(stream) - prev_available;
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if (newavail > 0) { // don't call the callback if we can't actually offer new data (still filling future buffer, only added 1 frame but downsampling needs more to produce new sound, etc).
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stream->put_callback(stream, newavail, stream->put_callback_userdata);
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}
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}
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SDL_UnlockMutex(stream->lock);
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@ -1047,7 +1050,9 @@ int SDL_GetAudioStreamData(SDL_AudioStream *stream, void *voidbuf, int len)
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approx_request *= stream->src_sample_frame_size; // convert sample frames to bytes.
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const int already_have = SDL_GetAudioStreamAvailable(stream);
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approx_request -= SDL_min(approx_request, already_have); // we definitely have this much output already packed in.
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stream->get_callback(stream, approx_request, stream->get_callback_userdata);
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if (approx_request > 0) { // don't call the callback if we can satisfy this request with existing data.
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stream->get_callback(stream, approx_request, stream->get_callback_userdata);
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}
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}
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// we convert in chunks, so we don't end up allocating a massive work buffer, etc.
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