Commit 9af45f3b authored by David Reid's avatar David Reid

More tweaks to the Core Audio backend.

parent 1eaf97d0
...@@ -13243,6 +13243,33 @@ mal_result mal_get_AudioObject_closest_buffer_size_in_frames(AudioObjectID devic ...@@ -13243,6 +13243,33 @@ mal_result mal_get_AudioObject_closest_buffer_size_in_frames(AudioObjectID devic
} else { } else {
*pBufferSizeInFramesOut = bufferSizeInFramesIn; *pBufferSizeInFramesOut = bufferSizeInFramesIn;
} }
return MAL_SUCCESS;
}
mal_result mal_set_AudioObject_buffer_size_in_frames(AudioObjectID deviceObjectID, mal_device_type deviceType, mal_uint32* pBufferSizeInOut)
{
mal_uint32 chosenBufferSizeInFrames;
mal_result result = mal_get_AudioObject_closest_buffer_size_in_frames(deviceObjectID, deviceType, *pBufferSizeInOut, &chosenBufferSizeInFrames);
if (result != MAL_SUCCESS) {
return result;
}
// Try setting the size of the buffer... If this fails we just use whatever is currently set.
AudioObjectPropertyAddress propAddress;
propAddress.mSelector = kAudioDevicePropertyBufferFrameSize;
propAddress.mScope = (deviceType == mal_device_type_playback) ? kAudioObjectPropertyScopeOutput : kAudioObjectPropertyScopeInput;
propAddress.mElement = kAudioObjectPropertyElementMaster;
OSStatus status = AudioObjectSetPropertyData(deviceObjectID, &propAddress, 0, NULL, sizeof(chosenBufferSizeInFrames), &chosenBufferSizeInFrames);
if (status != kAudioHardwareNoError) {
// Getting here means we were unable to set the buffer size. In this case just use whatever is currently selected.
UInt32 dataSize = sizeof(*pBufferSizeInOut);
OSStatus status = AudioObjectGetPropertyData(deviceObjectID, &propAddress, 0, NULL, &dataSize, pBufferSizeInOut);
if (status != kAudioHardwareNoError) {
return mal_result_from_OSStatus(status);
}
}
return MAL_SUCCESS; return MAL_SUCCESS;
} }
...@@ -13757,14 +13784,7 @@ mal_thread_result MAL_THREADCALL mal_AudioQueue_worker_thread__coreaudio(void* p ...@@ -13757,14 +13784,7 @@ mal_thread_result MAL_THREADCALL mal_AudioQueue_worker_thread__coreaudio(void* p
if (status != kAudioHardwareNoError) { if (status != kAudioHardwareNoError) {
// An error occurred while stopping the audio queue... just continue on I suppose... // An error occurred while stopping the audio queue... just continue on I suppose...
} }
#if 0
status = AudioQueueReset((AudioQueueRef)pDevice->coreaudio.audioQueue);
if (status != kAudioHardwareNoError) {
// Don't think we need to do anything if resetting fails.
}
#endif
// Make sure the client is notified that the device has stopped, but make sure it's done after the status has been set. // Make sure the client is notified that the device has stopped, but make sure it's done after the status has been set.
mal_stop_proc onStop = pDevice->onStop; mal_stop_proc onStop = pDevice->onStop;
if (onStop) { if (onStop) {
...@@ -13830,47 +13850,50 @@ mal_result mal_device_init__coreaudio(mal_context* pContext, mal_device_type dev ...@@ -13830,47 +13850,50 @@ mal_result mal_device_init__coreaudio(mal_context* pContext, mal_device_type dev
// Buffer size. // Buffer size.
mal_uint32 requestedBufferSizeInFrames = pDevice->bufferSizeInFrames / pDevice->periods; mal_uint32 actualBufferSizeInFrames = pDevice->bufferSizeInFrames;
if (requestedBufferSizeInFrames == 0) { if (actualBufferSizeInFrames < pDevice->periods) {
requestedBufferSizeInFrames = 1; actualBufferSizeInFrames = pDevice->periods;
} }
if (pDevice->usingDefaultBufferSize) { if (pDevice->usingDefaultBufferSize) {
// CPU speed is a factor to consider when determine how large of a buffer we need. // CPU speed is a factor to consider when determine how large of a buffer we need.
float fCPUSpeed = mal_calculate_cpu_speed_factor(); float fCPUSpeed = mal_calculate_cpu_speed_factor();
#if 0 // TODO: Test capture latency. // In my admittedly limited testing, capture latency seems to be about the same as playback with Core Audio, at least on my MacBook Pro. On other
// In my testing, capture seems to have worse latency than playback for some reason. // backends, however, this is often different. I am therefore leaving the logic below in place just in case I need to do some capture/playback
float fType; // specific tweaking.
if (type == mal_device_type_playback) { float fDeviceType;
fType = 1.0f; if (deviceType == mal_device_type_playback) {
fDeviceType = 1.0f;
} else { } else {
fType = 2.0f; fDeviceType = 1.0f;
} }
#else
float fType = 1.0f;
#endif
// Backend tax. Need to fiddle with this. // Backend tax. Need to fiddle with this.
float fBackend = 1.5f; // <-- mini_al's implementation is actually kind of bad at the moment. TODO: Revisit this after AudioUnit implementation. float fBackend = 0.5f;
requestedBufferSizeInFrames = mal_calculate_default_buffer_size_in_frames(pConfig->performanceProfile, pConfig->sampleRate, fCPUSpeed*fType*fBackend); actualBufferSizeInFrames = mal_calculate_default_buffer_size_in_frames(pConfig->performanceProfile, pConfig->sampleRate, fCPUSpeed*fDeviceType*fBackend);
if (requestedBufferSizeInFrames == 0) { if (actualBufferSizeInFrames < pDevice->periods) {
requestedBufferSizeInFrames = 1; actualBufferSizeInFrames = pDevice->periods;
} }
} }
mal_uint32 closestBufferSizeInFrames;
result = mal_get_AudioObject_closest_buffer_size_in_frames(deviceObjectID, deviceType, requestedBufferSizeInFrames, &closestBufferSizeInFrames); actualBufferSizeInFrames = actualBufferSizeInFrames / pDevice->periods;
result = mal_set_AudioObject_buffer_size_in_frames(deviceObjectID, deviceType, &actualBufferSizeInFrames);
if (result != MAL_SUCCESS) { if (result != MAL_SUCCESS) {
return result; return result;
} }
// The audio queue is initialized in the worker thread. We need a signal to know when the thread has been initialized. // The audio queue is initialized in the worker thread.
mal_AudioQueue_worker_thread_data__coreaudio threadData; mal_AudioQueue_worker_thread_data__coreaudio threadData;
threadData.pDevice = pDevice; threadData.pDevice = pDevice;
threadData.queueBufferSizeInBytes = closestBufferSizeInFrames * mal_get_bytes_per_frame(pDevice->internalFormat, pDevice->internalChannels);
// In my testing, it appears that Core Audio likes queue buffers to be larger than device's IO buffer which was set above.
threadData.queueBufferSizeInBytes = actualBufferSizeInFrames*2 * mal_get_bytes_per_frame(pDevice->internalFormat, pDevice->internalChannels);
// We need a signal to know when the thread has been initialized.
mal_event_init(pDevice->pContext, &threadData.initCompletionEvent); mal_event_init(pDevice->pContext, &threadData.initCompletionEvent);
// The Core Audio backend is not using the main worker thread object so we can just reuse that one. // The Core Audio backend is not using the main worker thread object so we can just reuse that one.
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