Tweaked the way the CPU load easling logic works in Player.

This commit is contained in:
casey langen 2016-12-29 18:11:21 -08:00
parent 6ac1926611
commit f0505363c5

View File

@ -335,24 +335,30 @@ void musik::core::audio::playerThreadLoop(Player* player) {
buffer.reset(); /* important! we're done with this one locally. */
}
else {
/* the output device queue is probably full. we should block and wait until
the output lets us know that it needs more data. if we are starved for
more than a second, try to push the buffer into the output again. this
may happen if the sound driver has some sort of transient problem and
is temporarily unable to process the bufer (ALSA, i'm looking at you) */
int sleepMs = playResult;
/* if the buffer was unable to be processed, we'll try again after
sleepMs milliseconds */
int sleepMs = 1000;
/* if we were asked to sleep, that means the output's buffer is full, so
we'll ease load on the CPU a bit by introducing an artifical delay --
about 25% of the buffer size. however, we won't do this if visualizer is
open becuase it makes things a bit jerky. */
/* if the playResult value >= 0, that means the output requested a
specific callback time because its internal buffer is full. */
if (playResult >= 0) {
/* if there is no visualizer active, we can introduce an
artifical delay of 25% of the buffer size to ease CPU load */
auto visualizer = vis::SelectedVisualizer();
if (playResult >= 0 && (!visualizer || !visualizer->Visible())) {
sleepMs = std::max((int)(player->output->Latency() * 250), sleepMs);
if (!visualizer || !visualizer->Visible()) {
sleepMs = std::max(
(int)(player->output->Latency() * 250.0),
playResult);
}
else {
sleepMs = playResult;
}
}
std::unique_lock<std::mutex> lock(player->queueMutex);
player->writeToOutputCondition.wait_for(lock, std::chrono::milliseconds(sleepMs));
player->writeToOutputCondition.wait_for(
lock, std::chrono::milliseconds(sleepMs));
}
}
/* if we're unable to obtain a buffer, it means we're out of data and the