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Synchronize the VPX "soundtrack" with the frame clock
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1 changed files with 73 additions and 2 deletions
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@ -47,6 +47,8 @@
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#include "filesystem.h"
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#include "vm.h"
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#include "printf.h"
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#include <atomic>
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#include <cmath>
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#include <zmusic.h>
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#include "filereadermusicinterface.h"
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@ -69,6 +71,11 @@ public:
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virtual FTextureID GetTexture() = 0;
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};
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// A simple filter is used to smooth out jittery timers
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static const double AudioAvgFilterCoeff{std::pow(0.01, 1.0/20.0)};
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// A threshold is in place to avoid constantly skipping due to imprecise timers.
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static constexpr double AudioSyncThreshold{0.03};
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//---------------------------------------------------------------------------
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//
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//
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@ -225,6 +232,11 @@ class VpxPlayer : public MoviePlayer
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ZMusic_MusicStream MusicStream = nullptr;
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SoundStream *AudioStream = nullptr;
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std::atomic<uint64_t> clocktime = 0;
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int64_t audiooffset = 0;
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double ClockDiffAvg = 0;
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int samplerate = 0;
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int framesize = 0;
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unsigned width, height;
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TArray<uint8_t> Pic;
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@ -245,8 +257,62 @@ class VpxPlayer : public MoviePlayer
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public:
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int soundtrack = -1;
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bool StreamCallback(SoundStream*, void *buff, int len)
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double FilterDelay(double diff)
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{
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ClockDiffAvg = ClockDiffAvg*AudioAvgFilterCoeff + diff;
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diff = ClockDiffAvg*(1.0 - AudioAvgFilterCoeff);
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if(diff < AudioSyncThreshold/2.0 && diff > -AudioSyncThreshold)
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return 0.0;
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return diff;
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}
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bool StreamCallback(SoundStream *stream, void *buff, int len)
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{
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// Calculate the difference in time between the movie clock and the audio position.
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auto pos = stream->GetPlayPosition();
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uint64_t clock = clocktime.load(std::memory_order_acquire);
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double delay = FilterDelay(clock/1'000'000'000.0 - double(int64_t(pos.samplesplayed)+audiooffset)/samplerate);
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if(delay > 0.0)
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{
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// If diff > 0, skip samples. Don't skip more than a full update at once.
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int skip = std::min(int(delay*samplerate)*framesize, len);
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if(!ZMusic_FillStream(MusicStream, buff, len))
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return false;
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if(skip == len)
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return ZMusic_FillStream(MusicStream, buff, len);
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memmove(buff, (char*)buff+skip, len-skip);
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if(!ZMusic_FillStream(MusicStream, (char*)buff+len-skip, skip))
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memset((char*)buff+len-skip, 0, skip);
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// Offset the measured audio position to account for the skipped samples.
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audiooffset += skip/framesize;
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return true;
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}
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if(delay < 0.0)
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{
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// If diff < 0, duplicate samples. Don't duplicate a full update (we need at
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// least one sample frame to duplicate).
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int dup = std::min(int(-delay*samplerate)*framesize, len-framesize);
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if(!ZMusic_FillStream(MusicStream, (char*)buff+dup, len-dup))
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return false;
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if(framesize == 1)
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memset(buff, ((char*)buff)[dup], dup);
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else
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{
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for(int i=0;i < dup;++i)
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((char*)buff)[i] = ((char*)buff+dup)[i%framesize];
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}
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// Offset the measured audio position to account for the duplicated samples.
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audiooffset -= dup/framesize;
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return true;
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}
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return ZMusic_FillStream(MusicStream, buff, len);
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}
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static bool StreamCallbackC(SoundStream *stream, void *buff, int len, void *userdata)
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@ -432,7 +498,10 @@ public:
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// Windows' MIDI synth), which we can't keep synced. Play anyway?
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if (info.mBufferSize > 0 && ZMusic_Start(MusicStream, 0, false))
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{
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AudioStream = S_CreateCustomStream(6000, info.mSampleRate, abs(info.mNumChannels),
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int channels = abs(info.mNumChannels);
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samplerate = info.mSampleRate;
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framesize = channels * ((info.mNumChannels < 0) ? sizeof(int16_t) : sizeof(float));
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AudioStream = S_CreateCustomStream(6000, info.mSampleRate, channels,
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(info.mNumChannels < 0) ? MusicSamples16bit : MusicSamplesFloat,
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&StreamCallbackC, this);
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}
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@ -458,6 +527,8 @@ public:
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bool Frame(uint64_t clock) override
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{
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clocktime.store(clock, std::memory_order_release);
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bool stop = false;
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if (clock > nextframetime)
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{
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