Fix Steam Link audio latency cap

This commit is contained in:
Cameron Gutman
2019-05-20 23:57:27 -07:00
parent 30cfa2607d
commit 2682829bd3
3 changed files with 12 additions and 6 deletions

View File

@@ -19,6 +19,10 @@ bool SLAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* o
return false;
}
// This number is pretty conservative (especially for surround), but
// it's hard to avoid since we get crushed by CPU limitations.
m_MaxQueuedAudioMs = 40 * opusConfig->channelCount / 2;
m_FrameDuration = opusConfig->samplesPerFrame / 48;
m_AudioBufferSize = opusConfig->samplesPerFrame * sizeof(short) * opusConfig->channelCount;
m_AudioStream = SLAudio_CreateStream(m_AudioContext,
@@ -73,8 +77,7 @@ bool SLAudioRenderer::submitAudio(int bytesWritten)
return true;
}
// Only allow up to 40 ms of queued audio
if (LiGetPendingAudioFrames() * m_FrameDuration < 40) {
if (LiGetPendingAudioFrames() * m_FrameDuration < m_MaxQueuedAudioMs) {
SLAudio_SubmitFrame(m_AudioStream);
m_AudioBuffer = nullptr;
}

View File

@@ -25,4 +25,5 @@ private:
void* m_AudioBuffer;
int m_AudioBufferSize;
int m_FrameDuration;
int m_MaxQueuedAudioMs;
};

View File

@@ -49,11 +49,13 @@ AUDIO_RENDERER_CALLBACKS Session::k_AudioCallbacks = {
nullptr,
Session::arCleanup,
Session::arDecodeAndPlaySample,
CAPABILITY_DIRECT_SUBMIT |
#ifdef STEAM_LINK
CAPABILITY_SLOW_OPUS_DECODER
#ifndef STEAM_LINK
CAPABILITY_DIRECT_SUBMIT
#else
0
// We cannot use direct submit for Steam Link because the
// SLAudio renderer needs to look at the audio backlog to
// cap latency since playback is a blocking operation.
CAPABILITY_SLOW_OPUS_DECODER
#endif
};