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The observed behavior is that any nonzero timeout value would hang until the device was paused and resumed. And a zero timeout value would always return 0 frames written even when audio fragments could be heard. Making a manual timeout system unworkable. None of the straightforward systems imply that there's a detectable problem before the call to AAudioStream_write(). And the callback set within AAudioStreamBuilder_setErrorCallback() does not get called as we enter the hang state. I've found that AAudioStream_getTimestamp() will report an error state from another thread. So this change codifies that behavior a bit until a better fix or more root cause can be found. |
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| .. | ||
| atomic | ||
| audio | ||
| core | ||
| cpuinfo | ||
| dynapi | ||
| events | ||
| file | ||
| filesystem | ||
| haptic | ||
| hidapi | ||
| joystick | ||
| libm | ||
| loadso | ||
| locale | ||
| main | ||
| misc | ||
| power | ||
| render | ||
| sensor | ||
| stdlib | ||
| test | ||
| thread | ||
| timer | ||
| video | ||
| SDL.c | ||
| SDL_assert.c | ||
| SDL_assert_c.h | ||
| SDL_dataqueue.c | ||
| SDL_dataqueue.h | ||
| SDL_error.c | ||
| SDL_error_c.h | ||
| SDL_hints.c | ||
| SDL_hints_c.h | ||
| SDL_internal.h | ||
| SDL_log.c | ||