Improve low bandwidth audio performance for SDL and SLAudio and fix RTSP issues with broken PMTUD

This commit is contained in:
Cameron Gutman
2019-11-30 22:24:28 -06:00
parent 7e5a3925b3
commit 5700272dc4
5 changed files with 8 additions and 12 deletions
+3 -4
View File
@@ -34,7 +34,6 @@ bool SdlAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION*
want.samples = opusConfig->samplesPerFrame;
m_FrameSize = opusConfig->samplesPerFrame * sizeof(short) * opusConfig->channelCount;
m_FrameDurationMs = opusConfig->samplesPerFrame / 48;
m_AudioDevice = SDL_OpenAudioDevice(NULL, 0, &want, &have, 0);
if (m_AudioDevice == 0) {
@@ -97,7 +96,7 @@ bool SdlAudioRenderer::submitAudio(int bytesWritten)
// Don't queue if there's already more than 30 ms of audio data waiting
// in Moonlight's audio queue.
if (LiGetPendingAudioFrames() * m_FrameDurationMs > 30) {
if (LiGetPendingAudioDuration() > 30) {
return true;
}
@@ -118,6 +117,6 @@ bool SdlAudioRenderer::submitAudio(int bytesWritten)
int SdlAudioRenderer::getCapabilities()
{
// Direct submit can't be used because we use LiGetPendingAudioFrames()
return 0;
// Direct submit can't be used because we use LiGetPendingAudioDuration()
return CAPABILITY_SUPPORTS_ARBITRARY_AUDIO_DURATION;
}