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[client] audio: use block comments
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@ -108,9 +108,9 @@ typedef struct
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RingBuffer timings;
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GraphHandle graph;
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// These two structs contain data specifically for use in the device and
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// Spice data threads respectively. Keep them on separate cache lines to
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// avoid false sharing
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/* These two structs contain data specifically for use in the device and
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* Spice data threads respectively. Keep them on separate cache lines to
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* avoid false sharing. */
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alignas(64) PlaybackDeviceData deviceData;
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alignas(64) PlaybackSpiceData spiceData;
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}
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@ -222,9 +222,9 @@ static int playbackPullFrames(uint8_t * dst, int frames)
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{
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if (audio.playback.state == STREAM_STATE_SETUP_DEVICE)
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{
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// If necessary, slew backwards to play silence until we reach the target
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// startup latency. This avoids underrunning the buffer if the audio
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// device starts earlier than required
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/* If necessary, slew backwards to play silence until we reach the target
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* startup latency. This avoids underrunning the buffer if the audio
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* device starts earlier than required. */
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int offset = ringbuffer_getCount(audio.playback.buffer) -
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audio.playback.targetStartFrames;
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if (offset < 0)
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@ -245,14 +245,14 @@ static int playbackPullFrames(uint8_t * dst, int frames)
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if (init)
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data->nextTime = now + llrint(newPeriodSec * 1.0e9);
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else
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// Due to the double-buffered nature of audio playback, we are filling
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// in the next buffer while the device is playing the previous buffer.
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// This results in slightly unintuitive behaviour when the period size
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// changes. The device will request enough samples for the new period
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// size, but won't call us again until the previous buffer at the old
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// size has finished playing. So, to avoid a blip in the timing
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// calculations, we must set the estimated next wakeup time based upon
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// the previous period size, not the new one
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/* Due to the double-buffered nature of audio playback, we are filling
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* in the next buffer while the device is playing the previous buffer.
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* This results in slightly unintuitive behaviour when the period size
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* changes. The device will request enough samples for the new period
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* size, but won't call us again until the previous buffer at the old
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* size has finished playing. So, to avoid a blip in the timing
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* calculations, we must set the estimated next wakeup time based upon
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* the previous period size, not the new one. */
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data->nextTime += llrint(data->periodSec * 1.0e9);
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data->periodFrames = frames;
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@ -517,59 +517,59 @@ void audio_playbackData(uint8_t * data, size_t size)
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spiceData->devNextPosition = deviceTick.nextPosition;
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}
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// Determine the target latency. This is made up of three components:
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// 1. Half the Spice period. This is necessary due to the way qemu handles
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// audio. Data is not sent as soon as it is produced by the virtual sound
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// card; instead, qemu polls for new data every ~10ms. This results in a
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// sawtooth pattern in the packet timing as it drifts in and out of phase
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// with the virtual device. LG measures the average progression of the
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// Spice clock, so sees the packet timing error drift by half a period
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// above and below the measured clock. We need to account for this in the
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// target latency to avoid underrunning.
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// 2. The maximum audio device period, plus a little extra to absorb timing
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// jitter.
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// 3. A configurable additional buffer period. The default value is set high
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// enough to absorb typical timing jitter from Spice, which can be quite
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// significant. Users may reduce this if they care more about latency than
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// audio quality.
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/* Determine the target latency. This is made up of three components:
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* 1. Half the Spice period. This is necessary due to the way qemu handles
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* audio. Data is not sent as soon as it is produced by the virtual sound
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* card; instead, qemu polls for new data every ~10ms. This results in a
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* sawtooth pattern in the packet timing as it drifts in and out of phase
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* with the virtual device. LG measures the average progression of the
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* Spice clock, so sees the packet timing error drift by half a period
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* above and below the measured clock. We need to account for this in the
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* target latency to avoid underrunning.
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* 2. The maximum audio device period, plus a little extra to absorb timing
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* jitter.
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* 3. A configurable additional buffer period. The default value is set high
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* enough to absorb typical timing jitter from Spice, which can be quite
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* significant. Users may reduce this if they care more about latency than
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* audio quality. */
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int configLatencyMs = max(g_params.audioBufferLatency, 0);
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double targetLatencyFrames =
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spiceData->periodFrames / 2.0 +
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audio.playback.deviceMaxPeriodFrames * 1.1 +
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configLatencyMs * audio.playback.sampleRate / 1000.0;
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// If the device is currently at a lower period size than its maximum (which
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// can happen, for example, if another application has requested a lower
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// latency) then we need to take that into account in our target latency.
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//
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// The reason to do this is not necessarily obvious, since we already set the
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// target latency based upon the maximum period size. The problem stems from
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// the way the device changes the period size. When the period size is
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// reduced, there will be a transitional period where `playbackPullFrames` is
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// invoked with the new smaller period size, but the time until the next
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// invocation is based upon the previous size. This happens because the device
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// is preparing the next small buffer while still playing back the previous
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// large buffer. The result of this is that we end up with a surplus of data
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// in the ring buffer. The overall latency is unchanged, but the balance has
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// shifted: there is more data in our ring buffer and less in the device
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// buffer.
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//
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// Unaccounted for, this would be detected as an offset error and playback
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// would be sped up to bring things back in line. In isolation, this is not
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// inherently problematic, and may even be desirable because it would reduce
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// the overall latency. The real problem occurs when the period size goes back
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// up.
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//
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// When the period size increases, the exact opposite happens. The device will
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// suddenly request data at the new period size, but the timing interval will
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// be based upon the previous period size during the transition. If there is
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// not enough data to satisfy this then playback will start severely
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// underrunning until the timing loop can correct for the error.
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//
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// To counteract this issue, if the current period size is smaller than the
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// maximum period size then we increase the target latency by the difference.
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// This keeps the offset error stable and ensures we have enough data in the
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// buffer to absorb rate increases.
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/* If the device is currently at a lower period size than its maximum (which
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* can happen, for example, if another application has requested a lower
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* latency) then we need to take that into account in our target latency.
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*
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* The reason to do this is not necessarily obvious, since we already set the
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* target latency based upon the maximum period size. The problem stems from
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* the way the device changes the period size. When the period size is
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* reduced, there will be a transitional period where `playbackPullFrames` is
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* invoked with the new smaller period size, but the time until the next
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* invocation is based upon the previous size. This happens because the device
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* is preparing the next small buffer while still playing back the previous
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* large buffer. The result of this is that we end up with a surplus of data
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* in the ring buffer. The overall latency is unchanged, but the balance has
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* shifted: there is more data in our ring buffer and less in the device
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* buffer.
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*
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* Unaccounted for, this would be detected as an offset error and playback
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* would be sped up to bring things back in line. In isolation, this is not
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* inherently problematic, and may even be desirable because it would reduce
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* the overall latency. The real problem occurs when the period size goes back
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* up.
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*
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* When the period size increases, the exact opposite happens. The device will
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* suddenly request data at the new period size, but the timing interval will
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* be based upon the previous period size during the transition. If there is
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* not enough data to satisfy this then playback will start severely
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* underrunning until the timing loop can correct for the error.
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*
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* To counteract this issue, if the current period size is smaller than the
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* maximum period size then we increase the target latency by the difference.
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* This keeps the offset error stable and ensures we have enough data in the
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* buffer to absorb rate increases. */
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if (spiceData->devPeriodFrames != 0 &&
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spiceData->devPeriodFrames < audio.playback.deviceMaxPeriodFrames)
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targetLatencyFrames +=
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@ -600,10 +600,10 @@ void audio_playbackData(uint8_t * data, size_t size)
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double error = (now - spiceData->nextTime) * 1.0e-9;
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if (fabs(error) >= 0.2 || audio.playback.state == STREAM_STATE_KEEP_ALIVE)
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{
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// Clock error is too high or we are starting a new playback; slew the
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// write pointer and reset the timing parameters to get back in sync. If
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// we know the device playback position then we can slew directly to the
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// target latency, otherwise just slew based upon the error amount
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/* Clock error is too high or we are starting a new playback; slew the
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* write pointer and reset the timing parameters to get back in sync. If
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* we know the device playback position then we can slew directly to the
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* target latency, otherwise just slew based upon the error amount */
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int slewFrames;
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if (spiceData->devLastTime != INT64_MIN)
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{
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@ -649,11 +649,11 @@ void audio_playbackData(uint8_t * data, size_t size)
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}
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}
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// Measure the offset between the Spice position and the device position,
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// and how far away this is from the target latency. We use this to adjust
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// the playback speed to bring them back in line. This value can change
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// quite rapidly, particularly at the start of playback, so filter it to
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// avoid sudden pitch shifts which will be noticeable to the user.
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/* Measure the offset between the Spice position and the device position,
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* and how far away this is from the target latency. We use this to adjust
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* the playback speed to bring them back in line. This value can change
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* quite rapidly, particularly at the start of playback, so filter it to
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* avoid sudden pitch shifts which will be noticeable to the user. */
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double actualOffset = 0.0;
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double offsetError = spiceData->offsetError;
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if (spiceData->devLastTime != INT64_MIN)
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@ -712,22 +712,22 @@ void audio_playbackData(uint8_t * data, size_t size)
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if (audio.playback.state == STREAM_STATE_SETUP_SPICE)
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{
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// Latency corrections at startup can be quite significant due to poor
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// packet pacing from Spice, so require at least two full Spice periods'
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// worth of data in addition to the startup delay requested by the device
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// before starting playback to minimise the chances of underrunning
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/* Latency corrections at startup can be quite significant due to poor
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* packet pacing from Spice, so require at least two full Spice periods'
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* worth of data in addition to the startup delay requested by the device
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* before starting playback to minimise the chances of underrunning. */
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int startFrames =
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spiceData->periodFrames * 2 + audio.playback.deviceStartFrames;
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audio.playback.targetStartFrames = startFrames;
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// The actual time between opening the device and the device starting to
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// pull data can range anywhere between nearly instant and hundreds of
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// milliseconds. To minimise startup latency, we open the device
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// immediately. If the device starts earlier than required (as per the
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// `startFrames` value we just calculated), then a period of silence will be
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// inserted at the beginning of playback to avoid underrunning. If it starts
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// later, then we just accept the higher latency and let the adaptive
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// resampling deal with it
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/* The actual time between opening the device and the device starting to
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* pull data can range anywhere between nearly instant and hundreds of
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* milliseconds. To minimise startup latency, we open the device
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* immediately. If the device starts earlier than required (as per the
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* `startFrames` value we just calculated), then a period of silence will be
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* inserted at the beginning of playback to avoid underrunning. If it starts
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* later, then we just accept the higher latency and let the adaptive
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* resampling deal with it. */
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audio.playback.state = STREAM_STATE_SETUP_DEVICE;
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audio.audioDev->playback.start();
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}
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