SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
Constructs the strings directly within the container instead of
performing a construction, then a copy.
The reasoning is that the BACKEND_* strings are const char arrays, so
the push_back code is equivalent to:
push_back(std::string(BACKEND_WHATEVER)) instead of forwarding the
arguments to a constructed instance directly in the container.
Fixes an error with the CoreAudio backend, which apparently doesn't
allow you to set the volume before starting the stream:
```
59:31:087 AudioCommon/CoreAudioSoundStream.cpp:97 E[Audio]: error setting volume
```
This shouldn't cause any problems with other backends, since the mixer
starts with silence anyways.
The NullAudio backend is guaranteed to be compiled in, so no reason
to check it.
In addition to that, if it wasn't valid, it wouldn't work as a fallback
in InitSoundStream as there are uses to g_sound_stream later.
If the selected audio backend fails to Start() (which could happen for
example if there is no audio device), we currently still use the backend
anyway. This can lead to crashes on some platforms (such as Windows) and
is outright wrong anyway.
This commit fallbacks to the Null audio backend if the selected backend
couldn't be started.
This fixes bug #6001
We had to lock audiocommon with the old asynchron HLE audio emulation,
now our Mixer is just a plain FIFO which may underrun.
Of course, this will stutter, but underruning the audio backend is likely worse.
The primary motivation here is to make sure we submit samples from the
CPU thread. This makes sure the timing of related interrupts accurate,
and generally keeps the different kinds of audio synchronized. This will also
allow improvements to audio dumping functionality.
The new code is also more concise because it gets rid of some duplicated
audio mixing code.
This is good for a couple of reasons: one, it gets rid of duplicated code,
and two, DSP emulation shouldn't need to interact with audio in the first
place.