Commit bdbe803c authored by Ken Thomases's avatar Ken Thomases Committed by Alexandre Julliard

winecoreaudio: Leave audio unit running, except when waveout device paused.

parent aef21c19
......@@ -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( "AudioOutputUnitStop return %c%c%c%c\n",
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 */
}
......@@ -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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