Commit graph

8 commits

Author SHA1 Message Date
Romain Vimont
cfa4f7e2f2 Replace locks by atomics in audio player
The audio output thread only reads samples from the buffer, and most of
the time, the audio receiver thread only writes samples to the buffer.
In these cases, using atomics avoids lock contention.

There are still corner cases where the audio receiver thread needs to
"read" samples (and drop them), so lock only in these cases.

PR #4572 <https://github.com/Genymobile/scrcpy/pull/4572>
2024-02-17 16:01:33 +01:00
Romain Vimont
cd4056d0f3 Fix include formatting 2024-01-02 10:22:28 +01:00
Romain Vimont
39544f34b4 Add --audio-output-buffer
On some systems, the SDL audio callback is not called frequently enough
(for example it requests 5ms of samples every 10ms), because the output
buffer is too small.

By default, we want to use a small value (5ms) to minimize latency and
buffer underrun, but if it does not work well, users need a way to
increase it.

Refs #3793 <https://github.com/Genymobile/scrcpy/issues/3793>
2023-03-14 23:54:07 +01:00
Romain Vimont
0bf866fa8d Apply new compensation only if it changed
If the compensation is the same (typically when it is 0), do not reapply
it.
2023-03-12 02:04:58 +01:00
Romain Vimont
0b8a5ca923 Do not read avg_buffering from the player thread
On buffer underflow, the average buffering must be updated, but it is
intended to be accessed only from the receiver thread.

Make the player and the receiver thread communicate the underflow via a
new field (ap->underflow).
2023-03-12 02:04:58 +01:00
Romain Vimont
e06acc1ba2 Simplify bytebuf naming
Rename read_available to can_read and write_available to can_write.
This is more readable.
2023-03-12 02:04:57 +01:00
Romain Vimont
14f9d82fda Add audio sample ring-buffer
Add a thin wrapper around bytebuf to handle samples instead of bytes.
This simplifies the audio player, which mostly handles samples.
2023-03-12 02:04:07 +01:00
Romain Vimont
fbe0f951e1 Add audio player
Play the decoded audio using SDL.

The audio player frame sink receives the audio frames, resample them
and write them to a byte buffer (introduced by this commit).

On SDL audio callback (from an internal SDL thread), copy samples from
this byte buffer to the SDL audio buffer.

The byte buffer is protected by the SDL_AudioDeviceLock(), but it has
been designed so that the producer and the consumer may write and read
in parallel, provided that they don't access the same slices of the
ring-buffer buffer.

PR #3757 <https://github.com/Genymobile/scrcpy/pull/3757>

Co-authored-by: Simon Chan <1330321+yume-chan@users.noreply.github.com>
2023-03-10 22:22:15 +01:00