Pre-buffer audio samples before passing to SDL's queue
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@ -25,6 +25,10 @@
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static SDL_AudioDeviceID device_id;
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static SDL_AudioSpec want_aspec, have_aspec;
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#define BUFFERSIZE 1024
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static int bufferpos = 0;
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static int16_t audiobuffer[BUFFERSIZE];
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bool GB_audio_is_playing(void)
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{
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return SDL_GetAudioDeviceStatus(device_id) == SDL_AUDIO_PLAYING;
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@ -53,7 +57,14 @@ size_t GB_audio_get_queue_length(void)
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void GB_audio_queue_sample(GB_sample_t *sample)
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{
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SDL_QueueAudio(device_id, sample, sizeof(*sample));
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audiobuffer[bufferpos++] = sample->left;
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audiobuffer[bufferpos++] = sample->right;
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if (bufferpos == BUFFERSIZE)
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{
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bufferpos = 0;
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SDL_QueueAudio(device_id, (const void*)audiobuffer, BUFFERSIZE * sizeof(int16_t));
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}
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}
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void GB_audio_init(void)
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@ -63,7 +74,7 @@ void GB_audio_init(void)
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want_aspec.freq = AUDIO_FREQUENCY;
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want_aspec.format = AUDIO_S16SYS;
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want_aspec.channels = 2;
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want_aspec.samples = 512;
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want_aspec.samples = 1024;
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SDL_version _sdl_version;
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SDL_GetVersion(&_sdl_version);
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