audio: Wait for samples on the emulated DSP side to avoid desyncs

Waiting on the host side is inaccurate and leads to desyncs in the event of the sink missing a deadline that require stalls to fix. By waiting for the sink to have space before even starting rendering such desyncs can be avoided.
This commit is contained in:
Billy Laws
2023-03-18 20:57:00 +00:00
parent d8fc3f403b
commit ea5dd02db9
6 changed files with 28 additions and 24 deletions

View File

@ -205,6 +205,10 @@ void SinkStream::ProcessAudioOutAndRender(std::span<s16> output_buffer, std::siz
// If we're paused or going to shut down, we don't want to consume buffers as coretiming is
// paused and we'll desync, so just play silence.
if (system.IsPaused() || system.IsShuttingDown()) {
if (system.IsShuttingDown()) {
release_cv.notify_one();
}
static constexpr std::array<s16, 6> silence{};
for (size_t i = frames_written; i < num_frames; i++) {
std::memcpy(&output_buffer[i * frame_size], &silence[0], frame_size_bytes);
@ -240,6 +244,12 @@ void SinkStream::ProcessAudioOutAndRender(std::span<s16> output_buffer, std::siz
}
// Successfully dequeued a new buffer.
queued_buffers--;
{
std::unique_lock lk{release_mutex};
}
release_cv.notify_one();
}
// Get the minimum frames available between the currently playing buffer, and the
@ -303,4 +313,9 @@ u64 SinkStream::GetExpectedPlayedSampleCount() {
return std::min<u64>(exp_played_sample_count, max_played_sample_count);
}
void SinkStream::WaitFreeSpace() {
std::unique_lock lk{release_mutex};
release_cv.wait(lk, [this]() { return queued_buffers < max_queue_size || system.IsShuttingDown(); });
}
} // namespace AudioCore::Sink