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https://github.com/moonlight-stream/moonlight-qt.git
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Adapt the audio latency mitigation to WASAPI quirks and add a "stop the world" mode for quick resync
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@ -7,6 +7,7 @@
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#define SAMPLES_PER_FRAME 240
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#define MIN_QUEUED_FRAMES 2
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#define MAX_QUEUED_FRAMES 4
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#define STOP_THE_WORLD_LIMIT 20
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#define DROP_RATIO_DENOM 32
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SDL_AudioDeviceID Session::s_AudioDevice;
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@ -14,7 +15,9 @@ OpusMSDecoder* Session::s_OpusDecoder;
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short Session::s_OpusDecodeBuffer[MAX_CHANNELS * SAMPLES_PER_FRAME];
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int Session::s_ChannelCount;
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int Session::s_PendingDrops;
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int Session::s_PendingHardDrops;
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unsigned int Session::s_SampleIndex;
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Uint32 Session::s_BaselinePendingData;
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int Session::sdlDetermineAudioConfiguration()
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{
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@ -95,9 +98,26 @@ int Session::sdlAudioInit(int /* audioConfiguration */,
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return -2;
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}
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// SDL counts pending samples in the queued
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// audio size using the WASAPI backend. This
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// includes silence, which can throw off our
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// pending data count. Get a baseline so we
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// can exclude that data.
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s_BaselinePendingData = 0;
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#ifdef _WIN32
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for (int i = 0; i < 100; i++) {
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s_BaselinePendingData = qMax(s_BaselinePendingData, SDL_GetQueuedAudioSize(s_AudioDevice));
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SDL_Delay(10);
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}
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#endif
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s_BaselinePendingData *= 2;
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Baseline pending audio data: %d bytes",
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s_BaselinePendingData);
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s_ChannelCount = opusConfig->channelCount;
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s_SampleIndex = 0;
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s_PendingDrops = 0;
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s_PendingDrops = s_PendingHardDrops = 0;
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return 0;
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}
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@ -129,19 +149,33 @@ void Session::sdlAudioDecodeAndPlaySample(char* sampleData, int sampleLength)
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s_SampleIndex++;
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Uint32 queuedAudio = SDL_GetQueuedAudioSize(s_AudioDevice);
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Uint32 queuedAudio = qMax((int)SDL_GetQueuedAudioSize(s_AudioDevice) - (int)s_BaselinePendingData, 0);
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Uint32 framesQueued = queuedAudio / (SAMPLES_PER_FRAME * s_ChannelCount * sizeof(short));
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if (framesQueued - s_PendingDrops > MAX_QUEUED_FRAMES) {
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// Pend enough drops to get us back to MIN_QUEUED_FRAMES
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s_PendingDrops += (framesQueued - MIN_QUEUED_FRAMES);
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// Pend enough drops to get us back to MIN_QUEUED_FRAMES
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if (framesQueued - s_PendingHardDrops > STOP_THE_WORLD_LIMIT) {
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s_PendingHardDrops = framesQueued - MIN_QUEUED_FRAMES;
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Pending hard drop of %u audio frames",
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s_PendingHardDrops);
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}
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else if (framesQueued - s_PendingHardDrops - s_PendingDrops > MAX_QUEUED_FRAMES) {
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s_PendingDrops = framesQueued - MIN_QUEUED_FRAMES;
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}
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// Determine if this frame should be dropped
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if (framesQueued <= MIN_QUEUED_FRAMES) {
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s_PendingDrops = 0;
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s_PendingDrops = s_PendingHardDrops = 0;
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}
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else if (s_PendingHardDrops != 0) {
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// Hard drops happen all at once to forcefully
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// resync with the source.
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s_PendingHardDrops--;
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return;
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}
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else if (s_PendingDrops != 0 && s_SampleIndex % DROP_RATIO_DENOM == 0) {
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// Normal drops are interspersed with the audio data
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// to hide the glitches.
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s_PendingDrops--;
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return;
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}
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@ -123,7 +123,9 @@ private:
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static short s_OpusDecodeBuffer[];
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static int s_ChannelCount;
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static int s_PendingDrops;
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static int s_PendingHardDrops;
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static unsigned int s_SampleIndex;
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static Uint32 s_BaselinePendingData;
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static AUDIO_RENDERER_CALLBACKS k_AudioCallbacks;
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static CONNECTION_LISTENER_CALLBACKS k_ConnCallbacks;
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