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

More tweaks to the Core Audio backend.

parent 1eaf97d0
......@@ -13247,6 +13247,33 @@ mal_result mal_get_AudioObject_closest_buffer_size_in_frames(AudioObjectID devic
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;
}
mal_result mal_find_AudioObjectID(mal_context* pContext, mal_device_type type, const mal_device_id* pDeviceID, AudioObjectID* pDeviceObjectID)
{
......@@ -13758,13 +13785,6 @@ mal_thread_result MAL_THREADCALL mal_AudioQueue_worker_thread__coreaudio(void* p
// 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.
mal_stop_proc onStop = pDevice->onStop;
if (onStop) {
......@@ -13830,47 +13850,50 @@ mal_result mal_device_init__coreaudio(mal_context* pContext, mal_device_type dev
// Buffer size.
mal_uint32 requestedBufferSizeInFrames = pDevice->bufferSizeInFrames / pDevice->periods;
if (requestedBufferSizeInFrames == 0) {
requestedBufferSizeInFrames = 1;
mal_uint32 actualBufferSizeInFrames = pDevice->bufferSizeInFrames;
if (actualBufferSizeInFrames < pDevice->periods) {
actualBufferSizeInFrames = pDevice->periods;
}
if (pDevice->usingDefaultBufferSize) {
// CPU speed is a factor to consider when determine how large of a buffer we need.
float fCPUSpeed = mal_calculate_cpu_speed_factor();
#if 0 // TODO: Test capture latency.
// In my testing, capture seems to have worse latency than playback for some reason.
float fType;
if (type == mal_device_type_playback) {
fType = 1.0f;
// 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
// 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
// specific tweaking.
float fDeviceType;
if (deviceType == mal_device_type_playback) {
fDeviceType = 1.0f;
} else {
fType = 2.0f;
fDeviceType = 1.0f;
}
#else
float fType = 1.0f;
#endif
// 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);
if (requestedBufferSizeInFrames == 0) {
requestedBufferSizeInFrames = 1;
actualBufferSizeInFrames = mal_calculate_default_buffer_size_in_frames(pConfig->performanceProfile, pConfig->sampleRate, fCPUSpeed*fDeviceType*fBackend);
if (actualBufferSizeInFrames < pDevice->periods) {
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) {
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;
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);
// The Core Audio backend is not using the main worker thread object so we can just reuse that one.
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