Fix crackling audio with pipewire and only add empty audio packets until the first packet arrives

This commit is contained in:
dec05eba 2022-09-06 14:40:34 +02:00
parent f490abb67e
commit 4917c0406c
2 changed files with 10 additions and 3 deletions

3
TODO
View File

@ -10,4 +10,5 @@ Nvidia 515.57 supports nvfbc direct capture with mouse capture. Check if driver
See https://trac.ffmpeg.org/wiki/EncodingForStreamingSites for optimizing streaming.
Add -ma option to merge all audio tracks into one (muxing?).
Look at VK_EXT_external_memory_dma_buf.
Allow setting a different output resolution than the input resolution.
Allow setting a different output resolution than the input resolution.
Use mov+faststart.

View File

@ -1322,6 +1322,7 @@ int main(int argc, char **argv) {
std::deque<uint8_t*> buffered_audio;
std::mutex buffered_audio_mutex;
std::condition_variable buffered_audio_cv;
bool got_first_batch = false;
// TODO: Make the sound device read async instead of using a thread
std::thread sound_read_thread([&](){
@ -1344,9 +1345,13 @@ int main(int argc, char **argv) {
uint8_t *audio_buffer;
bool free_audio;
{
// TODO: Not a good solution to lack of audio as it causes dropped frames, but it's better then complete audio desync
// TODO: Not a good solution to lack of audio as it causes dropped frames, but it's better then complete audio desync.
// The first packet is delayed for some reason...
std::unique_lock<std::mutex> lock(buffered_audio_mutex);
buffered_audio_cv.wait_for(lock, std::chrono::milliseconds(30), [&]{ return !running || !buffered_audio.empty(); });
if(got_first_batch)
buffered_audio_cv.wait(lock, [&]{ return !running || !buffered_audio.empty(); });
else
buffered_audio_cv.wait_for(lock, std::chrono::milliseconds(21), [&]{ return !running || !buffered_audio.empty(); });
if(!running)
break;
@ -1357,6 +1362,7 @@ int main(int argc, char **argv) {
audio_buffer = buffered_audio.front();
buffered_audio.pop_front();
free_audio = true;
got_first_batch = true;
}
}