Batch audio frames on Steam Link to save CPU cycles

This commit is contained in:
Cameron Gutman 2019-04-28 12:55:04 -07:00
parent 477fa8fedf
commit 2bf552f801
2 changed files with 37 additions and 5 deletions

View File

@ -2,9 +2,16 @@
#include <SDL.h> #include <SDL.h>
// To reduce CPU load on the Steam Link, we need to accumulate several frames
// before submitting for playback. Higher frames per submission saves more CPU
// but increases audio latency.
#define FRAMES_PER_SUBMISSION 4
SLAudioRenderer::SLAudioRenderer() SLAudioRenderer::SLAudioRenderer()
: m_AudioContext(nullptr), : m_AudioContext(nullptr),
m_AudioStream(nullptr) m_AudioStream(nullptr),
m_AudioBuffer(nullptr),
m_AudioBufferBytesFilled(0)
{ {
SLAudio_SetLogFunction(SLAudioRenderer::slLogCallback, nullptr); SLAudio_SetLogFunction(SLAudioRenderer::slLogCallback, nullptr);
} }
@ -18,10 +25,11 @@ bool SLAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* o
return false; return false;
} }
m_AudioBufferSize = SAMPLES_PER_FRAME * sizeof(short) * opusConfig->channelCount * FRAMES_PER_SUBMISSION;
m_AudioStream = SLAudio_CreateStream(m_AudioContext, m_AudioStream = SLAudio_CreateStream(m_AudioContext,
opusConfig->sampleRate, opusConfig->sampleRate,
opusConfig->channelCount, opusConfig->channelCount,
SAMPLES_PER_FRAME * sizeof(short) * opusConfig->channelCount, m_AudioBufferSize,
1); 1);
if (m_AudioStream == nullptr) { if (m_AudioStream == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
@ -37,6 +45,14 @@ bool SLAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* o
SLAudioRenderer::~SLAudioRenderer() SLAudioRenderer::~SLAudioRenderer()
{ {
if (m_AudioBufferBytesFilled != 0) {
// We had a buffer in flight when we quit. Just in case
// SLAudio doesn't handle this properly, we'll zero and submit
// it just to be safe.
memset(m_AudioBuffer, 0, m_AudioBufferSize);
SLAudio_SubmitFrame(m_AudioStream);
}
if (m_AudioStream != nullptr) { if (m_AudioStream != nullptr) {
SLAudio_FreeStream(m_AudioStream); SLAudio_FreeStream(m_AudioStream);
} }
@ -48,11 +64,24 @@ SLAudioRenderer::~SLAudioRenderer()
bool SLAudioRenderer::submitAudio(short* audioBuffer, int audioSize) bool SLAudioRenderer::submitAudio(short* audioBuffer, int audioSize)
{ {
void* outputBuffer = SLAudio_BeginFrame(m_AudioStream); if (m_AudioBufferBytesFilled == 0) {
// Get a new audio buffer from SLAudio
m_AudioBuffer = (char*)SLAudio_BeginFrame(m_AudioStream);
if (m_AudioBuffer == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SLAudio_BeginFrame() failed");
return true;
}
}
if (outputBuffer != nullptr) { // Accumulate several frames of audio before submitting to reduce CPU load
memcpy(outputBuffer, audioBuffer, audioSize); SDL_assert(audioSize <= m_AudioBufferSize - m_AudioBufferBytesFilled);
memcpy(&m_AudioBuffer[m_AudioBufferBytesFilled], audioBuffer, audioSize);
m_AudioBufferBytesFilled += audioSize;
// Submit the buffer when it's full
if (m_AudioBufferBytesFilled == m_AudioBufferSize) {
SLAudio_SubmitFrame(m_AudioStream); SLAudio_SubmitFrame(m_AudioStream);
m_AudioBufferBytesFilled = 0;
} }
return true; return true;

View File

@ -19,4 +19,7 @@ private:
CSLAudioContext* m_AudioContext; CSLAudioContext* m_AudioContext;
CSLAudioStream* m_AudioStream; CSLAudioStream* m_AudioStream;
char* m_AudioBuffer;
int m_AudioBufferSize;
int m_AudioBufferBytesFilled;
}; };