BMediaEventLooper: Use enqueue_time in a different shape
* This is the only solution that allowed to use the best of both ways to do this calculus. I've also tested it with a modified sound player that snoozed every time the buffer should be handled, and found that neither of the lateness calculus I tested (including enqueue_time) really solve all problems. That's why I've tried to find an average solution. There's still room for improvements eventually.
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@ -38,8 +38,9 @@ struct media_timed_event {
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int32 data;
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int64 bigdata;
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char user_data[64];
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bigtime_t enqueue_time;
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uint32 _reserved_media_timed_event_[8];
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uint32 _reserved_media_timed_event_[6];
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};
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@ -242,11 +242,24 @@ BMediaEventLooper::ControlLoop()
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err = fRealTimeQueue.RemoveFirstEvent(&event);
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if (err == B_OK) {
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// We are going to do this calculus in real time
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// because otherwise we could get erroneous values.
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// This calculus allow us to detect both early and late
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// buffers, this is the meaning of the lateness concept.
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bigtime_t lateness = waitUntil - TimeSource()->RealTime();
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// The general idea of lateness is to allow
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// the client code to detect when the buffer
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// is handled late or early. What we add is
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// that the code log the time at which the
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// current event is added to the queue. This
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// allow us to detect cyclic/stagnant latency
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// in the meantime, so that the client can
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// notify to the producer only the portion
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// that might be attributable.
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bigtime_t lateness = 0;
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if (waitUntil > 0) {
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lateness = waitUntil - TimeSource()->RealTime();
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if (lateness > 0) {
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bigtime_t enqueueLatency = event.enqueue_time - waitUntil;
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if (enqueueLatency > 0)
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lateness += enqueueLatency;
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}
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}
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DispatchEvent(&event, -lateness, hasRealtime);
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}
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} else if (err != B_OK)
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@ -78,6 +78,9 @@ _event_queue_imp::AddEvent(const media_timed_event &event)
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return B_BAD_VALUE;
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}
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const_cast<media_timed_event&>(event).enqueue_time =
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BTimeSource::RealTime();
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//create a new queue
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if (fFirstEntry == NULL) {
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ASSERT(fEventCount == 0);
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