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https://github.com/moonlight-stream/moonlight-qt.git
synced 2026-02-16 10:40:59 +00:00
Fix Steam Link audio latency cap
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@@ -19,6 +19,10 @@ bool SLAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* o
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return false;
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}
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// This number is pretty conservative (especially for surround), but
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// it's hard to avoid since we get crushed by CPU limitations.
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m_MaxQueuedAudioMs = 40 * opusConfig->channelCount / 2;
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m_FrameDuration = opusConfig->samplesPerFrame / 48;
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m_AudioBufferSize = opusConfig->samplesPerFrame * sizeof(short) * opusConfig->channelCount;
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m_AudioStream = SLAudio_CreateStream(m_AudioContext,
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@@ -73,8 +77,7 @@ bool SLAudioRenderer::submitAudio(int bytesWritten)
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return true;
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}
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// Only allow up to 40 ms of queued audio
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if (LiGetPendingAudioFrames() * m_FrameDuration < 40) {
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if (LiGetPendingAudioFrames() * m_FrameDuration < m_MaxQueuedAudioMs) {
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SLAudio_SubmitFrame(m_AudioStream);
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m_AudioBuffer = nullptr;
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}
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@@ -25,4 +25,5 @@ private:
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void* m_AudioBuffer;
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int m_AudioBufferSize;
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int m_FrameDuration;
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int m_MaxQueuedAudioMs;
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};
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@@ -49,11 +49,13 @@ AUDIO_RENDERER_CALLBACKS Session::k_AudioCallbacks = {
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nullptr,
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Session::arCleanup,
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Session::arDecodeAndPlaySample,
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CAPABILITY_DIRECT_SUBMIT |
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#ifdef STEAM_LINK
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CAPABILITY_SLOW_OPUS_DECODER
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#ifndef STEAM_LINK
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CAPABILITY_DIRECT_SUBMIT
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#else
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0
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// We cannot use direct submit for Steam Link because the
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// SLAudio renderer needs to look at the audio backlog to
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// cap latency since playback is a blocking operation.
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CAPABILITY_SLOW_OPUS_DECODER
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#endif
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};
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