Is this the final solution to the audio crackling problem? increase pts by number of samples and add dummy audio frames between
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50
src/main.cpp
50
src/main.cpp
@@ -483,7 +483,7 @@ static AVCodecContext* create_audio_codec_context(AVFormatContext *av_format_con
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#endif
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codec_context->time_base.num = 1;
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codec_context->time_base.den = AV_TIME_BASE;
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codec_context->time_base.den = codec_context->sample_rate;
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codec_context->framerate.num = fps;
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codec_context->framerate.den = 1;
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@@ -1462,11 +1462,12 @@ int main(int argc, char **argv) {
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av_opt_set_sample_fmt(swr, "out_sample_fmt", AV_SAMPLE_FMT_FLTP, 0);
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swr_init(swr);
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int64_t pts = 0;
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const double target_audio_hz = 1.0 / (double)audio_track.codec_context->sample_rate;
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while(running) {
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void *sound_buffer;
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int sound_buffer_size = sound_device_read_next_chunk(&audio_track.sound_device, &sound_buffer);
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if(sound_buffer_size < 0)
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sound_buffer = empty_audio;
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int ret = av_frame_make_writable(audio_track.frame);
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if (ret < 0) {
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@@ -1474,15 +1475,42 @@ int main(int argc, char **argv) {
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break;
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}
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// TODO: Instead of converting audio, get float audio from alsa. Or does alsa do conversion internally to get this format?
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swr_convert(swr, &audio_track.frame->data[0], audio_track.frame->nb_samples, (const uint8_t**)&sound_buffer, audio_track.sound_device.frames);
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audio_track.frame->pts = (clock_get_monotonic_seconds() - start_time_pts) * AV_TIME_BASE;
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const double this_audio_frame_time = clock_get_monotonic_seconds();
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const int64_t expected_frames = std::round((this_audio_frame_time - start_time_pts) / target_audio_hz);
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const int64_t num_missing_frames = std::max(0L, (expected_frames - pts) / audio_track.frame->nb_samples);
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// Jesus is there a better way to do this? I JUST WANT TO KEEP VIDEO AND AUDIO SYNCED HOLY FUCK I WANT TO KILL MYSELF NOW.
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// THIS PIECE OF SHIT WANTS EMPTY FRAMES OTHERWISE VIDEO PLAYS TOO FAST TO KEEP UP WITH AUDIO OR THE AUDIO PLAYS TOO EARLY.
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// BUT WE CANT USE DELAYS TO GIVE DUMMY DATA BECAUSE PULSEAUDIO MIGHT GIVE AUDIO A BIG DELAYED!!!
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if(num_missing_frames >= 5) {
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// TODO:
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//audio_track.frame->data[0] = empty_audio;
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swr_convert(swr, &audio_track.frame->data[0], audio_track.frame->nb_samples, (const uint8_t**)&empty_audio, audio_track.sound_device.frames);
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// TODO: Check if duplicate frame can be saved just by writing it with a different pts instead of sending it again
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for(int i = 0; i < num_missing_frames; ++i) {
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audio_track.frame->pts = pts;
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pts += audio_track.frame->nb_samples;
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ret = avcodec_send_frame(audio_track.codec_context, audio_track.frame);
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if(ret >= 0){
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receive_frames(audio_track.codec_context, audio_track.stream_index, audio_track.stream, audio_track.frame, av_format_context, record_start_time, frame_data_queue, replay_buffer_size_secs, frames_erased, *write_output_mutex);
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} else {
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fprintf(stderr, "Failed to encode audio!\n");
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}
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}
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}
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ret = avcodec_send_frame(audio_track.codec_context, audio_track.frame);
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if(ret >= 0){
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receive_frames(audio_track.codec_context, audio_track.stream_index, audio_track.stream, audio_track.frame, av_format_context, record_start_time, frame_data_queue, replay_buffer_size_secs, frames_erased, *write_output_mutex);
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} else {
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fprintf(stderr, "Failed to encode audio!\n");
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if(sound_buffer_size >= 0) {
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// TODO: Instead of converting audio, get float audio from alsa. Or does alsa do conversion internally to get this format?
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swr_convert(swr, &audio_track.frame->data[0], audio_track.frame->nb_samples, (const uint8_t**)&sound_buffer, audio_track.sound_device.frames);
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audio_track.frame->pts = pts;
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pts += audio_track.frame->nb_samples;
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ret = avcodec_send_frame(audio_track.codec_context, audio_track.frame);
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if(ret >= 0){
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receive_frames(audio_track.codec_context, audio_track.stream_index, audio_track.stream, audio_track.frame, av_format_context, record_start_time, frame_data_queue, replay_buffer_size_secs, frames_erased, *write_output_mutex);
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} else {
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fprintf(stderr, "Failed to encode audio!\n");
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}
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}
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}
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