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wine
wine-winehq
Commits
bdbe803c
Commit
bdbe803c
authored
Dec 21, 2006
by
Ken Thomases
Committed by
Alexandre Julliard
Dec 21, 2006
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Plain Diff
winecoreaudio: Leave audio unit running, except when waveout device paused.
parent
aef21c19
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Showing
1 changed file
with
45 additions
and
34 deletions
+45
-34
audio.c
dlls/winmm/winecoreaudio/audio.c
+45
-34
No files found.
dlls/winmm/winecoreaudio/audio.c
View file @
bdbe803c
...
...
@@ -722,6 +722,17 @@ static DWORD wodOpen(WORD wDevID, LPWAVEOPENDESC lpDesc, DWORD dwFlags)
return
WAVERR_BADFORMAT
;
/* FIXME return an error based on the OSStatus */
}
wwo
->
streamDescription
=
streamFormat
;
ret
=
AudioOutputUnitStart
(
wwo
->
audioUnit
);
if
(
ret
)
{
ERR
(
"AudioOutputUnitStart failed: %08x
\n
"
,
ret
);
AudioUnitUninitialize
(
wwo
->
audioUnit
);
AudioUnit_CloseAudioUnit
(
wwo
->
audioUnit
);
pthread_mutex_unlock
(
&
wwo
->
lock
);
return
MMSYSERR_ERROR
;
/* FIXME return an error based on the OSStatus */
}
wwo
->
state
=
WINE_WS_STOPPED
;
wwo
->
wFlags
=
HIWORD
(
dwFlags
&
CALLBACK_TYPEMASK
);
...
...
@@ -915,14 +926,7 @@ static void wodHelper_PlayPtrNext(WINE_WAVEOUT* wwo)
wwo
->
lpPlayPtr
=
wwo
->
lpPlayPtr
->
lpNext
;
if
(
!
wwo
->
lpPlayPtr
)
{
OSStatus
status
;
wwo
->
state
=
WINE_WS_STOPPED
;
status
=
AudioOutputUnitStop
(
wwo
->
audioUnit
);
if
(
status
&&
wwo
->
err_on
)
fprintf
(
stderr
,
"err:winecoreaudio:wodHelper_PlayPtrNext AudioOutputUnitStop return %c%c%c%c
\n
"
,
(
char
)
(
status
>>
24
),
(
char
)
(
status
>>
16
),
(
char
)
(
status
>>
8
),
(
char
)
status
);
}
else
wodHelper_CheckForLoopBegin
(
wwo
);
}
...
...
@@ -1022,12 +1026,12 @@ static DWORD wodHelper_Reset(WINE_WAVEOUT* wwo, BOOL reset)
wwo
->
state
=
WINE_WS_PAUSED
;
}
status
=
AudioOutputUnitStop
(
wwo
->
audioUnit
);
pthread_mutex_unlock
(
&
wwo
->
lock
);
status
=
AudioOutputUnitStart
(
wwo
->
audioUnit
);
if
(
status
)
{
ERR
(
"AudioOutputUnitSt
op
return %c%c%c%c
\n
"
,
ERR
(
"AudioOutputUnitSt
art
return %c%c%c%c
\n
"
,
(
char
)
(
status
>>
24
),
(
char
)
(
status
>>
16
),
(
char
)
(
status
>>
8
),
(
char
)
status
);
return
MMSYSERR_ERROR
;
/* FIXME return an error based on the OSStatus */
}
...
...
@@ -1083,13 +1087,7 @@ static DWORD wodWrite(WORD wDevID, LPWAVEHDR lpWaveHdr, DWORD dwSize)
wwo
->
lpPlayPtr
=
lpWaveHdr
;
if
(
wwo
->
state
==
WINE_WS_STOPPED
)
{
OSStatus
status
=
AudioOutputUnitStart
(
wwo
->
audioUnit
);
if
(
status
)
{
ERR
(
"AudioOutputUnitStart return %c%c%c%c
\n
"
,
(
char
)
(
status
>>
24
),
(
char
)
(
status
>>
16
),
(
char
)
(
status
>>
8
),
(
char
)
status
);
}
else
wwo
->
state
=
WINE_WS_PLAYING
;
}
wwo
->
state
=
WINE_WS_PLAYING
;
wodHelper_CheckForLoopBegin
(
wwo
);
...
...
@@ -1115,18 +1113,23 @@ static DWORD wodPause(WORD wDevID)
return
MMSYSERR_BADDEVICEID
;
}
pthread_mutex_lock
(
&
WOutDev
[
wDevID
].
lock
);
if
(
WOutDev
[
wDevID
].
state
==
WINE_WS_PLAYING
||
WOutDev
[
wDevID
].
state
==
WINE_WS_STOPPED
)
{
WOutDev
[
wDevID
].
state
=
WINE_WS_PAUSED
;
/* The order of the following operations is important since we can't hold
* the mutex while we make an Audio Unit call. Stop the Audio Unit before
* setting the PAUSED state. In wodRestart, the order is reversed. This
* guarantees that we can't get into a situation where the state is
* PLAYING or STOPPED but the Audio Unit isn't running. Although we can
* be in PAUSED state with the Audio Unit still running, that's harmless
* because the render callback will just produce silence.
*/
status
=
AudioOutputUnitStop
(
WOutDev
[
wDevID
].
audioUnit
);
if
(
status
)
{
ERR
(
"AudioOutputUnitStop return %c%c%c%c
\n
"
,
WARN
(
"AudioOutputUnitStop return %c%c%c%c
\n
"
,
(
char
)
(
status
>>
24
),
(
char
)
(
status
>>
16
),
(
char
)
(
status
>>
8
),
(
char
)
status
);
pthread_mutex_unlock
(
&
WOutDev
[
wDevID
].
lock
);
return
MMSYSERR_ERROR
;
/* FIXME return an error based on the OSStatus */
}
}
pthread_mutex_lock
(
&
WOutDev
[
wDevID
].
lock
);
if
(
WOutDev
[
wDevID
].
state
==
WINE_WS_PLAYING
||
WOutDev
[
wDevID
].
state
==
WINE_WS_STOPPED
)
WOutDev
[
wDevID
].
state
=
WINE_WS_PAUSED
;
pthread_mutex_unlock
(
&
WOutDev
[
wDevID
].
lock
);
return
MMSYSERR_NOERROR
;
...
...
@@ -1137,6 +1140,8 @@ static DWORD wodPause(WORD wDevID)
*/
static
DWORD
wodRestart
(
WORD
wDevID
)
{
OSStatus
status
;
TRACE
(
"(%u);
\n
"
,
wDevID
);
if
(
wDevID
>=
MAX_WAVEOUTDRV
)
...
...
@@ -1145,25 +1150,31 @@ static DWORD wodRestart(WORD wDevID)
return
MMSYSERR_BADDEVICEID
;
}
/* The order of the following operations is important since we can't hold
* the mutex while we make an Audio Unit call. Set the PLAYING/STOPPED
* state before starting the Audio Unit. In wodPause, the order is
* reversed. This guarantees that we can't get into a situation where
* the state is PLAYING or STOPPED but the Audio Unit isn't running.
* Although we can be in PAUSED state with the Audio Unit still running,
* that's harmless because the render callback will just produce silence.
*/
pthread_mutex_lock
(
&
WOutDev
[
wDevID
].
lock
);
if
(
WOutDev
[
wDevID
].
state
==
WINE_WS_PAUSED
)
{
if
(
WOutDev
[
wDevID
].
lpPlayPtr
)
{
OSStatus
status
=
AudioOutputUnitStart
(
WOutDev
[
wDevID
].
audioUnit
);
if
(
status
)
{
ERR
(
"AudioOutputUnitStart return %c%c%c%c
\n
"
,
(
char
)
(
status
>>
24
),
(
char
)
(
status
>>
16
),
(
char
)
(
status
>>
8
),
(
char
)
status
);
pthread_mutex_unlock
(
&
WOutDev
[
wDevID
].
lock
);
return
MMSYSERR_ERROR
;
/* FIXME return an error based on the OSStatus */
}
WOutDev
[
wDevID
].
state
=
WINE_WS_PLAYING
;
}
else
WOutDev
[
wDevID
].
state
=
WINE_WS_STOPPED
;
}
pthread_mutex_unlock
(
&
WOutDev
[
wDevID
].
lock
);
status
=
AudioOutputUnitStart
(
WOutDev
[
wDevID
].
audioUnit
);
if
(
status
)
{
ERR
(
"AudioOutputUnitStart return %c%c%c%c
\n
"
,
(
char
)
(
status
>>
24
),
(
char
)
(
status
>>
16
),
(
char
)
(
status
>>
8
),
(
char
)
status
);
return
MMSYSERR_ERROR
;
/* FIXME return an error based on the OSStatus */
}
return
MMSYSERR_NOERROR
;
}
...
...
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