Signal buffer event on audio in/out system stop, and force remove all registered audio buffers
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parent
9ff891ce71
commit
6a56f42f5d
5 changed files with 26 additions and 7 deletions
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@ -91,9 +91,10 @@ public:
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* @param core_timing - The CoreTiming instance
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* @param session - The device session
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*
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* @return Is the buffer was released.
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* @return If any buffer was released.
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*/
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bool ReleaseBuffers(const Core::Timing::CoreTiming& core_timing, const DeviceSession& session) {
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bool ReleaseBuffers(const Core::Timing::CoreTiming& core_timing, const DeviceSession& session,
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bool force) {
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std::scoped_lock l{lock};
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bool buffer_released{false};
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while (registered_count > 0) {
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@ -103,7 +104,8 @@ public:
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}
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// Check with the backend if this buffer can be released yet.
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if (!session.IsBufferConsumed(buffers[index])) {
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// If we're shutting down, we don't care if it's been played or not.
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if (!force && !session.IsBufferConsumed(buffers[index])) {
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break;
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}
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@ -73,6 +73,12 @@ void DeviceSession::Stop() {
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}
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}
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void DeviceSession::ClearBuffers() {
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if (stream) {
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stream->ClearQueue();
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}
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}
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void DeviceSession::AppendBuffers(std::span<const AudioBuffer> buffers) const {
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for (const auto& buffer : buffers) {
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Sink::SinkBuffer new_buffer{
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@ -90,6 +90,11 @@ public:
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*/
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void Stop();
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/**
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* Clear out the underlying audio buffers in the backend stream.
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*/
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void ClearBuffers();
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/**
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* Set this device session's volume.
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*
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