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authorRuslan Mustakov <r.mustakov@gmail.com>2018-05-07 15:44:07 +0700
committerRuslan Mustakov <r.mustakov@gmail.com>2018-05-07 15:48:46 +0700
commit96301e934d7600975922c5f373a488a532d77aad (patch)
tree7a521d7a508e2e872944ef691df45771f1735318 /drivers/coreaudio
parente15305721da0e4478b62efcda3e79f1c04e7a901 (diff)
Resume audio on iOS after phone call or alarm
When a phone call or an alarm triggers on iOS, the application receives an "audio interruption" and it's up to the application to resume playback when the interruption ends. I added handling for audio interruptions same as if the game is focused out and then back in.
Diffstat (limited to 'drivers/coreaudio')
-rw-r--r--drivers/coreaudio/audio_driver_coreaudio.cpp13
-rw-r--r--drivers/coreaudio/audio_driver_coreaudio.h1
2 files changed, 13 insertions, 1 deletions
diff --git a/drivers/coreaudio/audio_driver_coreaudio.cpp b/drivers/coreaudio/audio_driver_coreaudio.cpp
index c84469f26f..6e451eabcd 100644
--- a/drivers/coreaudio/audio_driver_coreaudio.cpp
+++ b/drivers/coreaudio/audio_driver_coreaudio.cpp
@@ -217,13 +217,24 @@ void AudioDriverCoreAudio::start() {
if (!active) {
OSStatus result = AudioOutputUnitStart(audio_unit);
if (result != noErr) {
- ERR_PRINT("AudioOutputUnitStart failed");
+ ERR_PRINT(("AudioOutputUnitStart failed, code: " + itos(result)).utf8().get_data());
} else {
active = true;
}
}
};
+void AudioDriverCoreAudio::stop() {
+ if (active) {
+ OSStatus result = AudioOutputUnitStop(audio_unit);
+ if (result != noErr) {
+ ERR_PRINT(("AudioOutputUnitStop failed, code: " + itos(result)).utf8().get_data());
+ } else {
+ active = false;
+ }
+ }
+}
+
int AudioDriverCoreAudio::get_mix_rate() const {
return mix_rate;
};
diff --git a/drivers/coreaudio/audio_driver_coreaudio.h b/drivers/coreaudio/audio_driver_coreaudio.h
index 9891920263..c44e225521 100644
--- a/drivers/coreaudio/audio_driver_coreaudio.h
+++ b/drivers/coreaudio/audio_driver_coreaudio.h
@@ -90,6 +90,7 @@ public:
virtual void finish();
bool try_lock();
+ void stop();
AudioDriverCoreAudio();
~AudioDriverCoreAudio();