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