diff options
Diffstat (limited to 'src/audio.c')
| -rw-r--r-- | src/audio.c | 31 |
1 files changed, 15 insertions, 16 deletions
diff --git a/src/audio.c b/src/audio.c index dc063796..a46aa00a 100644 --- a/src/audio.c +++ b/src/audio.c @@ -114,11 +114,10 @@ typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType; //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- -static AudioContext_t* mixChannelsActive_g[MAX_AUDIO_CONTEXTS]; // What mix channels are currently active +static AudioContext_t* mixChannelsActive_g[MAX_AUDIO_CONTEXTS]; // What mix channels are currently active static bool musicEnabled = false; static Music currentMusic; // Current music loaded // NOTE: Only one music file playing at a time - //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- @@ -286,34 +285,34 @@ void CloseAudioContext(AudioContext ctx) } // Pushes more audio data into context mix channel, if none are ever pushed then zeros are fed in. -// Call "UpdateAudioContext(ctx, NULL, 0)" every game tick if you want to pause the audio. +// Call "UpdateAudioContext(ctx, NULL, 0)" if you want to pause the audio. // @Returns number of samples that where processed. // All data streams should be of a length that is evenly divisible by MUSIC_BUFFER_SIZE, // otherwise the remaining data will not be pushed. unsigned short UpdateAudioContext(AudioContext ctx, void *data, unsigned short numberElements) { - unsigned short numberProcessed = 0; - unsigned short numberRemaining = numberElements; AudioContext_t *context = (AudioContext_t*)ctx; + if(context && context->channels == 2 && numberElements % 2 != 0) return 0; // when there is two channels there must be an even number of samples + + if (!data || !numberElements) alSourcePause(context->alSource); // pauses audio until data is given + else{ // restart audio otherwise + ALint state; + alGetSourcei(context->alSource, AL_SOURCE_STATE, &state); + if (state != AL_PLAYING) alSourcePlay(context->alSource); + } + if (context && mixChannelsActive_g[context->mixChannel] == context) { ALint processed = 0; ALuint buffer = 0; - alGetSourcei(context->alSource, AL_BUFFERS_PROCESSED, &processed); // Get the number of already processed buffers (if any) + unsigned short numberProcessed = 0; + unsigned short numberRemaining = numberElements; + + alGetSourcei(context->alSource, AL_BUFFERS_PROCESSED, &processed); // Get the number of already processed buffers (if any) if(!processed) return 0;//nothing to process, queue is still full - if (!data || !numberElements)// play silence - { - while (processed > 0) - { - alSourceUnqueueBuffers(context->alSource, 1, &buffer); - numberProcessed += FillAlBufferWithSilence(context, buffer); - alSourceQueueBuffers(context->alSource, 1, &buffer); - processed--; - } - } if(numberRemaining)// buffer data stream in increments of MUSIC_BUFFER_SIZE { while (processed > 0) |
