Synchronize the VPX "soundtrack" with the frame clock

This commit is contained in:
Chris Robinson 2022-09-27 23:55:39 -07:00 committed by Christoph Oelckers
parent 78f40fe99c
commit 1a233b08c3

View file

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