Pre-buffer audio samples before passing to SDL's queue

This commit is contained in:
Rupert Carmichael 2020-05-09 11:49:20 -04:00
parent e4aa212f9a
commit 5f2c7b966f
1 changed files with 13 additions and 2 deletions

View File

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