mirror of
https://repo.dec05eba.com/gpu-screen-recorder
synced 2026-03-31 09:07:13 +09:00
Set audio timeout to a low value again
This commit is contained in:
4
TODO
4
TODO
@@ -117,3 +117,7 @@ Support drm plane rotation. Neither X11 nor any Wayland compositor currently rot
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Investigate if there is a way to do gpu->gpu copy directly without touching system ram to enable video encoding on a different gpu. On nvidia this is possible with cudaMemcpyPeer, but how about from an intel/amd gpu to an nvidia gpu or the other way around or any combination of iGPU and dedicated GPU?
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Investigate if there is a way to do gpu->gpu copy directly without touching system ram to enable video encoding on a different gpu. On nvidia this is possible with cudaMemcpyPeer, but how about from an intel/amd gpu to an nvidia gpu or the other way around or any combination of iGPU and dedicated GPU?
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Maybe something with clEnqueueMigrateMemObjects? on AMD something with DirectGMA maybe?
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Maybe something with clEnqueueMigrateMemObjects? on AMD something with DirectGMA maybe?
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Fix opus/flac ( variable framerate audio :( ).
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Change aac bitrate by default to 160kbps and opus/flac to 128kbps and remove the -ab option.
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47
src/main.cpp
47
src/main.cpp
@@ -2410,21 +2410,26 @@ int main(int argc, char **argv) {
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swr_init(swr);
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swr_init(swr);
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}
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}
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const int64_t no_input_sleep_ms = 500;
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double received_audio_time = clock_get_monotonic_seconds();
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const double timeout_sec = 1000.0 / (double)audio_track.codec_context->sample_rate;
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const int64_t timeout_ms = std::round(timeout_sec * 1000.0);
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while(running) {
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while(running) {
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void *sound_buffer;
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void *sound_buffer;
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int sound_buffer_size = -1;
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int sound_buffer_size = -1;
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if(audio_device.sound_device.handle)
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if(audio_device.sound_device.handle)
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sound_buffer_size = sound_device_read_next_chunk(&audio_device.sound_device, &sound_buffer, 0.5);
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sound_buffer_size = sound_device_read_next_chunk(&audio_device.sound_device, &sound_buffer, timeout_ms * 1000.0);
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const bool got_audio_data = sound_buffer_size >= 0;
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const bool got_audio_data = sound_buffer_size >= 0;
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const double this_audio_frame_time = clock_get_monotonic_seconds() - paused_time_offset;
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const double this_audio_frame_time = clock_get_monotonic_seconds() - paused_time_offset;
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if(paused) {
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if(paused) {
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if(got_audio_data)
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received_audio_time = this_audio_frame_time;
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if(!audio_device.sound_device.handle)
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if(!audio_device.sound_device.handle)
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usleep(no_input_sleep_ms * 1000);
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usleep(timeout_ms * 1000);
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continue;
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continue;
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}
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}
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@@ -2435,20 +2440,44 @@ int main(int argc, char **argv) {
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break;
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break;
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}
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}
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if(!got_audio_data) {
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// TODO: Is this |received_audio_time| really correct?
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const double prev_audio_time = received_audio_time;
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const double audio_receive_time_diff = this_audio_frame_time - received_audio_time;
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int64_t num_missing_frames = std::round(audio_receive_time_diff / timeout_sec);
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if(got_audio_data)
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num_missing_frames = std::max((int64_t)0, num_missing_frames - 1);
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if(!audio_device.sound_device.handle)
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num_missing_frames = std::max((int64_t)1, num_missing_frames);
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if(got_audio_data)
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received_audio_time = this_audio_frame_time;
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// Fucking hell is there a better way to do this? I JUST WANT TO KEEP VIDEO AND AUDIO SYNCED HOLY FUCK I WANT TO KILL MYSELF NOW.
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// THIS PIECE OF SHIT WANTS EMPTY FRAMES OTHERWISE VIDEO PLAYS TOO FAST TO KEEP UP WITH AUDIO OR THE AUDIO PLAYS TOO EARLY.
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// BUT WE CANT USE DELAYS TO GIVE DUMMY DATA BECAUSE PULSEAUDIO MIGHT GIVE AUDIO A BIG DELAYED!!!
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// This garbage is needed because we want to produce constant frame rate videos instead of variable frame rate
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// videos because bad software such as video editing software and VLC do not support variable frame rate software,
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// despite nvidia shadowplay and xbox game bar producing variable frame rate videos.
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// So we have to make sure we produce frames at the same relative rate as the video.
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if(num_missing_frames >= 5 || !audio_device.sound_device.handle) {
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// TODO:
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// TODO:
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//audio_track.frame->data[0] = empty_audio;
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//audio_track.frame->data[0] = empty_audio;
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received_audio_time = this_audio_frame_time;
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if(needs_audio_conversion)
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if(needs_audio_conversion)
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swr_convert(swr, &audio_device.frame->data[0], audio_track.codec_context->frame_size, (const uint8_t**)&empty_audio, audio_track.codec_context->frame_size);
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swr_convert(swr, &audio_device.frame->data[0], audio_track.codec_context->frame_size, (const uint8_t**)&empty_audio, audio_track.codec_context->frame_size);
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else
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else
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audio_device.frame->data[0] = empty_audio;
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audio_device.frame->data[0] = empty_audio;
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const int64_t new_pts = (this_audio_frame_time - record_start_time) * AV_TIME_BASE;
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// TODO: Check if duplicate frame can be saved just by writing it with a different pts instead of sending it again
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if(new_pts != audio_device.frame->pts) {
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std::lock_guard<std::mutex> lock(audio_filter_mutex);
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audio_device.frame->pts = new_pts;
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for(int i = 0; i < num_missing_frames; ++i) {
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const int64_t new_pts = ((prev_audio_time - record_start_time) + timeout_sec * i) * AV_TIME_BASE;
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if(new_pts == audio_device.frame->pts)
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continue;
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audio_device.frame->pts = new_pts;
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if(audio_track.graph) {
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if(audio_track.graph) {
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std::lock_guard<std::mutex> lock(audio_filter_mutex);
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// TODO: av_buffersrc_add_frame
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// TODO: av_buffersrc_add_frame
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if(av_buffersrc_write_frame(audio_device.src_filter_ctx, audio_device.frame) < 0) {
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if(av_buffersrc_write_frame(audio_device.src_filter_ctx, audio_device.frame) < 0) {
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fprintf(stderr, "Error: failed to add audio frame to filter\n");
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fprintf(stderr, "Error: failed to add audio frame to filter\n");
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@@ -2466,7 +2495,7 @@ int main(int argc, char **argv) {
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}
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}
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if(!audio_device.sound_device.handle)
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if(!audio_device.sound_device.handle)
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usleep(no_input_sleep_ms * 1000);
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usleep(timeout_ms * 1000);
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if(got_audio_data) {
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if(got_audio_data) {
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// TODO: Instead of converting audio, get float audio from alsa. Or does alsa do conversion internally to get this format?
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// TODO: Instead of converting audio, get float audio from alsa. Or does alsa do conversion internally to get this format?
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