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authorBilly Laws <blaws05@gmail.com>2023-04-02 17:29:07 +0100
committerBilly Laws <blaws05@gmail.com>2023-04-03 23:11:36 +0100
commit0afb9631b53de1a747fc9ba46ed37781b04ef492 (patch)
treea6ec92c10363f3fe6869c3f3d44e5396f5670622 /src
parentbbdfe1fab1f1706b7e6a62d93951bb451bbeec43 (diff)
Add some explicit latency to sample count reporting
Some games have very tight scheduling requirements for their audio which can't really be matched on the host, adding a constant to the reported value helps to provide some leeway.
Diffstat (limited to 'src')
-rw-r--r--src/audio_core/sink/sink_stream.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/audio_core/sink/sink_stream.cpp b/src/audio_core/sink/sink_stream.cpp
index f99dbd8ec..13c73b5d7 100644
--- a/src/audio_core/sink/sink_stream.cpp
+++ b/src/audio_core/sink/sink_stream.cpp
@@ -266,7 +266,8 @@ u64 SinkStream::GetExpectedPlayedSampleCount() {
auto exp_played_sample_count{min_played_sample_count +
(TargetSampleRate * time_delta) / std::chrono::seconds{1}};
- return std::min<u64>(exp_played_sample_count, max_played_sample_count);
+ // Add 15ms of latency in sample reporting to allow for some leeway in scheduler timings
+ return std::min<u64>(exp_played_sample_count, max_played_sample_count) + TargetSampleCount * 3;
}
void SinkStream::WaitFreeSpace() {