Fix crackling audio with pipewire and only add empty audio packets until the first packet arrives
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3
TODO
3
TODO
@ -10,4 +10,5 @@ Nvidia 515.57 supports nvfbc direct capture with mouse capture. Check if driver
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See https://trac.ffmpeg.org/wiki/EncodingForStreamingSites for optimizing streaming.
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Add -ma option to merge all audio tracks into one (muxing?).
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Look at VK_EXT_external_memory_dma_buf.
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Allow setting a different output resolution than the input resolution.
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Allow setting a different output resolution than the input resolution.
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Use mov+faststart.
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10
src/main.cpp
10
src/main.cpp
@ -1322,6 +1322,7 @@ int main(int argc, char **argv) {
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std::deque<uint8_t*> buffered_audio;
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std::mutex buffered_audio_mutex;
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std::condition_variable buffered_audio_cv;
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bool got_first_batch = false;
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// TODO: Make the sound device read async instead of using a thread
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std::thread sound_read_thread([&](){
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@ -1344,9 +1345,13 @@ int main(int argc, char **argv) {
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uint8_t *audio_buffer;
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bool free_audio;
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{
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// TODO: Not a good solution to lack of audio as it causes dropped frames, but it's better then complete audio desync
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// TODO: Not a good solution to lack of audio as it causes dropped frames, but it's better then complete audio desync.
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// The first packet is delayed for some reason...
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std::unique_lock<std::mutex> lock(buffered_audio_mutex);
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buffered_audio_cv.wait_for(lock, std::chrono::milliseconds(30), [&]{ return !running || !buffered_audio.empty(); });
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if(got_first_batch)
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buffered_audio_cv.wait(lock, [&]{ return !running || !buffered_audio.empty(); });
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else
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buffered_audio_cv.wait_for(lock, std::chrono::milliseconds(21), [&]{ return !running || !buffered_audio.empty(); });
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if(!running)
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break;
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@ -1357,6 +1362,7 @@ int main(int argc, char **argv) {
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audio_buffer = buffered_audio.front();
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buffered_audio.pop_front();
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free_audio = true;
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got_first_batch = true;
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}
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}
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