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[raudio] Fix 3664: crash in raudio from multithreading issues (#3907)

* Flip release of buffer;

First it needs to be taken out of the processing chain, then it can be released. The inverse of the initialization.

* Add mutex locks to audio buffer functions; Separate those used from both threads

* Flip release of buffer;

First it needs to be taken out of the processing chain, then it can be released. The inverse of the initialization.

* Remove TODO marker; The buffer is in stopped state and its data won't be accessed

* Add mutex locks to music/stream functions directly operating on buffer

* Secure UpdateMusicStream/PlayMusicStream/UpdateAudioStream;

This change is twofold:
* Add locks to UpdateMusicStream/UpdateAudioStream (second one needed separation)
* Remove unnecessary hack to restart music - inlining the statements resulted in a no-op

Especially the second part made it easier to ensure thread-safety overall

* Remove redundant check; Already checked at beginning of function
pull/3927/head
Christian Haas 1 rok temu
committed by GitHub
rodzic
commit
d80a622972
Nie znaleziono w bazie danych klucza dla tego podpisu ID klucza GPG: B5690EEEBB952194
1 zmienionych plików z 92 dodań i 32 usunięć
  1. +92
    -32
      src/raudio.c

+ 92
- 32
src/raudio.c Wyświetl plik

@ -431,8 +431,10 @@ static bool SaveFileText(const char *fileName, char *text); // Save text
AudioBuffer *LoadAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, ma_uint32 sizeInFrames, int usage); AudioBuffer *LoadAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, ma_uint32 sizeInFrames, int usage);
void UnloadAudioBuffer(AudioBuffer *buffer); void UnloadAudioBuffer(AudioBuffer *buffer);
bool IsAudioBufferPlayingInLockedState(AudioBuffer *buffer);
bool IsAudioBufferPlaying(AudioBuffer *buffer); bool IsAudioBufferPlaying(AudioBuffer *buffer);
void PlayAudioBuffer(AudioBuffer *buffer); void PlayAudioBuffer(AudioBuffer *buffer);
void StopAudioBufferInLockedState(AudioBuffer *buffer);
void StopAudioBuffer(AudioBuffer *buffer); void StopAudioBuffer(AudioBuffer *buffer);
void PauseAudioBuffer(AudioBuffer *buffer); void PauseAudioBuffer(AudioBuffer *buffer);
void ResumeAudioBuffer(AudioBuffer *buffer); void ResumeAudioBuffer(AudioBuffer *buffer);
@ -442,6 +444,11 @@ void SetAudioBufferPan(AudioBuffer *buffer, float pan);
void TrackAudioBuffer(AudioBuffer *buffer); void TrackAudioBuffer(AudioBuffer *buffer);
void UntrackAudioBuffer(AudioBuffer *buffer); void UntrackAudioBuffer(AudioBuffer *buffer);
//----------------------------------------------------------------------------------
// AudioStream management functions declaration
//----------------------------------------------------------------------------------
void UpdateAudioStreamInLockedState(AudioStream stream, const void *data, int frameCount);
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Functions Definition - Audio Device initialization and Closing // Module Functions Definition - Audio Device initialization and Closing
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -612,15 +619,15 @@ void UnloadAudioBuffer(AudioBuffer *buffer)
{ {
if (buffer != NULL) if (buffer != NULL)
{ {
ma_data_converter_uninit(&buffer->converter, NULL);
UntrackAudioBuffer(buffer); UntrackAudioBuffer(buffer);
ma_data_converter_uninit(&buffer->converter, NULL);
RL_FREE(buffer->data); RL_FREE(buffer->data);
RL_FREE(buffer); RL_FREE(buffer);
} }
} }
// Check if an audio buffer is playing // Check if an audio buffer is playing, assuming the audio system mutex has been locked.
bool IsAudioBufferPlaying(AudioBuffer *buffer) bool IsAudioBufferPlayingInLockedState(AudioBuffer *buffer)
{ {
bool result = false; bool result = false;
@ -629,6 +636,16 @@ bool IsAudioBufferPlaying(AudioBuffer *buffer)
return result; return result;
} }
// Check if an audio buffer is playing from a program state without lock.
bool IsAudioBufferPlaying(AudioBuffer *buffer)
{
bool result = false;
ma_mutex_lock(&AUDIO.System.lock);
result = IsAudioBufferPlayingInLockedState(buffer);
ma_mutex_unlock(&AUDIO.System.lock);
return result;
}
// Play an audio buffer // Play an audio buffer
// NOTE: Buffer is restarted to the start. // NOTE: Buffer is restarted to the start.
// Use PauseAudioBuffer() and ResumeAudioBuffer() if the playback position should be maintained. // Use PauseAudioBuffer() and ResumeAudioBuffer() if the playback position should be maintained.
@ -636,18 +653,20 @@ void PlayAudioBuffer(AudioBuffer *buffer)
{ {
if (buffer != NULL) if (buffer != NULL)
{ {
ma_mutex_lock(&AUDIO.System.lock);
buffer->playing = true; buffer->playing = true;
buffer->paused = false; buffer->paused = false;
buffer->frameCursorPos = 0; buffer->frameCursorPos = 0;
ma_mutex_unlock(&AUDIO.System.lock);
} }
} }
// Stop an audio buffer // Stop an audio buffer, assuming the audio system mutex has been locked.
void StopAudioBuffer(AudioBuffer *buffer) void StopAudioBufferInLockedState(AudioBuffer *buffer)
{ {
if (buffer != NULL) if (buffer != NULL)
{ {
if (IsAudioBufferPlaying(buffer)) if (IsAudioBufferPlayingInLockedState(buffer))
{ {
buffer->playing = false; buffer->playing = false;
buffer->paused = false; buffer->paused = false;
@ -659,22 +678,45 @@ void StopAudioBuffer(AudioBuffer *buffer)
} }
} }
// Stop an audio buffer from a program state without lock.
void StopAudioBuffer(AudioBuffer *buffer)
{
ma_mutex_lock(&AUDIO.System.lock);
StopAudioBufferInLockedState(buffer);
ma_mutex_unlock(&AUDIO.System.lock);
}
// Pause an audio buffer // Pause an audio buffer
void PauseAudioBuffer(AudioBuffer *buffer) void PauseAudioBuffer(AudioBuffer *buffer)
{ {
if (buffer != NULL) buffer->paused = true; if (buffer != NULL)
{
ma_mutex_lock(&AUDIO.System.lock);
buffer->paused = true;
ma_mutex_unlock(&AUDIO.System.lock);
}
} }
// Resume an audio buffer // Resume an audio buffer
void ResumeAudioBuffer(AudioBuffer *buffer) void ResumeAudioBuffer(AudioBuffer *buffer)
{ {
if (buffer != NULL) buffer->paused = false; if (buffer != NULL)
{
ma_mutex_lock(&AUDIO.System.lock);
buffer->paused = false;
ma_mutex_unlock(&AUDIO.System.lock);
}
} }
// Set volume for an audio buffer // Set volume for an audio buffer
void SetAudioBufferVolume(AudioBuffer *buffer, float volume) void SetAudioBufferVolume(AudioBuffer *buffer, float volume)
{ {
if (buffer != NULL) buffer->volume = volume; if (buffer != NULL)
{
ma_mutex_lock(&AUDIO.System.lock);
buffer->volume = volume;
ma_mutex_unlock(&AUDIO.System.lock);
}
} }
// Set pitch for an audio buffer // Set pitch for an audio buffer
@ -682,6 +724,7 @@ void SetAudioBufferPitch(AudioBuffer *buffer, float pitch)
{ {
if ((buffer != NULL) && (pitch > 0.0f)) if ((buffer != NULL) && (pitch > 0.0f))
{ {
ma_mutex_lock(&AUDIO.System.lock);
// Pitching is just an adjustment of the sample rate. // Pitching is just an adjustment of the sample rate.
// Note that this changes the duration of the sound: // Note that this changes the duration of the sound:
// - higher pitches will make the sound faster // - higher pitches will make the sound faster
@ -690,6 +733,7 @@ void SetAudioBufferPitch(AudioBuffer *buffer, float pitch)
ma_data_converter_set_rate(&buffer->converter, buffer->converter.sampleRateIn, outputSampleRate); ma_data_converter_set_rate(&buffer->converter, buffer->converter.sampleRateIn, outputSampleRate);
buffer->pitch = pitch; buffer->pitch = pitch;
ma_mutex_unlock(&AUDIO.System.lock);
} }
} }
@ -699,7 +743,12 @@ void SetAudioBufferPan(AudioBuffer *buffer, float pan)
if (pan < 0.0f) pan = 0.0f; if (pan < 0.0f) pan = 0.0f;
else if (pan > 1.0f) pan = 1.0f; else if (pan > 1.0f) pan = 1.0f;
if (buffer != NULL) buffer->pan = pan; if (buffer != NULL)
{
ma_mutex_lock(&AUDIO.System.lock);
buffer->pan = pan;
ma_mutex_unlock(&AUDIO.System.lock);
}
} }
// Track audio buffer to linked list next position // Track audio buffer to linked list next position
@ -1001,8 +1050,8 @@ void UnloadSoundAlias(Sound alias)
// Untrack and unload just the sound buffer, not the sample data, it is shared with the source for the alias // Untrack and unload just the sound buffer, not the sample data, it is shared with the source for the alias
if (alias.stream.buffer != NULL) if (alias.stream.buffer != NULL)
{ {
ma_data_converter_uninit(&alias.stream.buffer->converter, NULL);
UntrackAudioBuffer(alias.stream.buffer); UntrackAudioBuffer(alias.stream.buffer);
ma_data_converter_uninit(&alias.stream.buffer->converter, NULL);
RL_FREE(alias.stream.buffer); RL_FREE(alias.stream.buffer);
} }
} }
@ -1014,7 +1063,6 @@ void UpdateSound(Sound sound, const void *data, int frameCount)
{ {
StopAudioBuffer(sound.stream.buffer); StopAudioBuffer(sound.stream.buffer);
// TODO: May want to lock/unlock this since this data buffer is read at mixing time
memcpy(sound.stream.buffer->data, data, frameCount*ma_get_bytes_per_frame(sound.stream.buffer->converter.formatIn, sound.stream.buffer->converter.channelsIn)); memcpy(sound.stream.buffer->data, data, frameCount*ma_get_bytes_per_frame(sound.stream.buffer->converter.formatIn, sound.stream.buffer->converter.channelsIn));
} }
} }
@ -1741,19 +1789,10 @@ void UnloadMusicStream(Music music)
} }
} }
// Start music playing (open stream) // Start music playing (open stream) from beginning
void PlayMusicStream(Music music) void PlayMusicStream(Music music)
{ {
if (music.stream.buffer != NULL) PlayAudioStream(music.stream);
{
// For music streams, we need to make sure we maintain the frame cursor position
// This is a hack for this section of code in UpdateMusicStream()
// NOTE: In case window is minimized, music stream is stopped, just make sure to
// play again on window restore: if (IsMusicStreamPlaying(music)) PlayMusicStream(music);
ma_uint32 frameCursorPos = music.stream.buffer->frameCursorPos;
PlayAudioStream(music.stream); // WARNING: This resets the cursor position.
music.stream.buffer->frameCursorPos = frameCursorPos;
}
} }
// Pause music playing // Pause music playing
@ -1835,7 +1874,9 @@ void SeekMusicStream(Music music, float position)
default: break; default: break;
} }
ma_mutex_lock(&AUDIO.System.lock);
music.stream.buffer->framesProcessed = positionInFrames; music.stream.buffer->framesProcessed = positionInFrames;
ma_mutex_unlock(&AUDIO.System.lock);
} }
// Update (re-fill) music buffers if data already processed // Update (re-fill) music buffers if data already processed
@ -1843,6 +1884,8 @@ void UpdateMusicStream(Music music)
{ {
if (music.stream.buffer == NULL) return; if (music.stream.buffer == NULL) return;
ma_mutex_lock(&AUDIO.System.lock);
unsigned int subBufferSizeInFrames = music.stream.buffer->sizeInFrames/2; unsigned int subBufferSizeInFrames = music.stream.buffer->sizeInFrames/2;
// On first call of this function we lazily pre-allocated a temp buffer to read audio files/memory data in // On first call of this function we lazily pre-allocated a temp buffer to read audio files/memory data in
@ -1859,7 +1902,7 @@ void UpdateMusicStream(Music music)
// Check both sub-buffers to check if they require refilling // Check both sub-buffers to check if they require refilling
for (int i = 0; i < 2; i++) for (int i = 0; i < 2; i++)
{ {
if (p">(music.stream.buffer != NULL) && !music.stream.buffer->isSubBufferProcessed[i]) continue; // No refilling required, move to next sub-buffer if (!music.stream.buffer->isSubBufferProcessed[i]) continue; // No refilling required, move to next sub-buffer
unsigned int framesLeft = music.frameCount - music.stream.buffer->framesProcessed; // Frames left to be processed unsigned int framesLeft = music.frameCount - music.stream.buffer->framesProcessed; // Frames left to be processed
unsigned int framesToStream = 0; // Total frames to be streamed unsigned int framesToStream = 0; // Total frames to be streamed
@ -1978,7 +2021,7 @@ void UpdateMusicStream(Music music)
default: break; default: break;
} }
UpdateAudioStream(music.stream, AUDIO.System.pcmBuffer, framesToStream); UpdateAudioStreamInLockedState(music.stream, AUDIO.System.pcmBuffer, framesToStream);
music.stream.buffer->framesProcessed = music.stream.buffer->framesProcessed%music.frameCount; music.stream.buffer->framesProcessed = music.stream.buffer->framesProcessed%music.frameCount;
@ -1986,6 +2029,7 @@ void UpdateMusicStream(Music music)
{ {
if (!music.looping) if (!music.looping)
{ {
ma_mutex_unlock(&AUDIO.System.lock);
// Streaming is ending, we filled latest frames from input // Streaming is ending, we filled latest frames from input
StopMusicStream(music); StopMusicStream(music);
return; return;
@ -1993,9 +2037,7 @@ void UpdateMusicStream(Music music)
} }
} }
// NOTE: In case window is minimized, music stream is stopped, ma_mutex_unlock(&AUDIO.System.lock);
// just make sure to play again on window restore
if (IsMusicStreamPlaying(music)) PlayMusicStream(music);
} }
// Check if any music is playing // Check if any music is playing
@ -2049,6 +2091,7 @@ float GetMusicTimePlayed(Music music)
else else
#endif #endif
{ {
ma_mutex_lock(&AUDIO.System.lock);
//ma_uint32 frameSizeInBytes = ma_get_bytes_per_sample(music.stream.buffer->dsp.formatConverterIn.config.formatIn)*music.stream.buffer->dsp.formatConverterIn.config.channels; //ma_uint32 frameSizeInBytes = ma_get_bytes_per_sample(music.stream.buffer->dsp.formatConverterIn.config.formatIn)*music.stream.buffer->dsp.formatConverterIn.config.channels;
int framesProcessed = (int)music.stream.buffer->framesProcessed; int framesProcessed = (int)music.stream.buffer->framesProcessed;
int subBufferSize = (int)music.stream.buffer->sizeInFrames/2; int subBufferSize = (int)music.stream.buffer->sizeInFrames/2;
@ -2058,6 +2101,7 @@ float GetMusicTimePlayed(Music music)
int framesPlayed = (framesProcessed - framesInFirstBuffer - framesInSecondBuffer + framesSentToMix)%(int)music.frameCount; int framesPlayed = (framesProcessed - framesInFirstBuffer - framesInSecondBuffer + framesSentToMix)%(int)music.frameCount;
if (framesPlayed < 0) framesPlayed += music.frameCount; if (framesPlayed < 0) framesPlayed += music.frameCount;
secondsPlayed = (float)framesPlayed/music.stream.sampleRate; secondsPlayed = (float)framesPlayed/music.stream.sampleRate;
ma_mutex_unlock(&AUDIO.System.lock);
} }
} }
@ -2117,6 +2161,13 @@ void UnloadAudioStream(AudioStream stream)
// NOTE 1: Only updates one buffer of the stream source: dequeue -> update -> queue // NOTE 1: Only updates one buffer of the stream source: dequeue -> update -> queue
// NOTE 2: To dequeue a buffer it needs to be processed: IsAudioStreamProcessed() // NOTE 2: To dequeue a buffer it needs to be processed: IsAudioStreamProcessed()
void UpdateAudioStream(AudioStream stream, const void *data, int frameCount) void UpdateAudioStream(AudioStream stream, const void *data, int frameCount)
{
ma_mutex_lock(&AUDIO.System.lock);
UpdateAudioStreamInLockedState(stream, data, frameCount);
ma_mutex_unlock(&AUDIO.System.lock);
}
void UpdateAudioStreamInLockedState(AudioStream stream, const void *data, int frameCount)
{ {
if (stream.buffer != NULL) if (stream.buffer != NULL)
{ {
@ -2170,7 +2221,11 @@ bool IsAudioStreamProcessed(AudioStream stream)
{ {
if (stream.buffer == NULL) return false; if (stream.buffer == NULL) return false;
return (stream.buffer->isSubBufferProcessed[0] || stream.buffer->isSubBufferProcessed[1]); bool result = false;
ma_mutex_lock(&AUDIO.System.lock);
result = stream.buffer->isSubBufferProcessed[0] || stream.buffer->isSubBufferProcessed[1];
ma_mutex_unlock(&AUDIO.System.lock);
return result;
} }
// Play audio stream // Play audio stream
@ -2230,7 +2285,12 @@ void SetAudioStreamBufferSizeDefault(int size)
// Audio thread callback to request new data // Audio thread callback to request new data
void SetAudioStreamCallback(AudioStream stream, AudioCallback callback) void SetAudioStreamCallback(AudioStream stream, AudioCallback callback)
{ {
if (stream.buffer != NULL) stream.buffer->callback = callback; if (stream.buffer != NULL)
{
ma_mutex_lock(&AUDIO.System.lock);
stream.buffer->callback = callback;
ma_mutex_unlock(&AUDIO.System.lock);
}
} }
// Add processor to audio stream. Contrary to buffers, the order of processors is important. // Add processor to audio stream. Contrary to buffers, the order of processors is important.
@ -2424,7 +2484,7 @@ static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer,
// We need to break from this loop if we're not looping // We need to break from this loop if we're not looping
if (!audioBuffer->looping) if (!audioBuffer->looping)
{ {
StopAudioBuffer(audioBuffer); StopAudioBufferInLockedState(audioBuffer);
break; break;
} }
} }
@ -2560,7 +2620,7 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const
{ {
if (!audioBuffer->looping) if (!audioBuffer->looping)
{ {
StopAudioBuffer(audioBuffer); StopAudioBufferInLockedState(audioBuffer);
break; break;
} }
else else

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