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https://github.com/Genymobile/scrcpy
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Apply new compensation only if it changed
If the compensation is the same (typically when it is 0), do not reapply it.
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parent
73727e7fdf
commit
0bf866fa8d
app/src
@ -258,10 +258,15 @@ sc_audio_player_frame_sink_push(struct sc_frame_sink *sink,
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LOGV("[Audio] Buffering: target=%" PRIu32 " avg=%f cur=%" PRIu32
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" compensation=%d", ap->target_buffering, avg,
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buffered_samples, diff);
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int ret = swr_set_compensation(swr_ctx, diff, distance);
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if (ret < 0) {
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LOGW("Resampling compensation failed: %d", ret);
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// not fatal
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if (diff != ap->compensation) {
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int ret = swr_set_compensation(swr_ctx, diff, distance);
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if (ret < 0) {
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LOGW("Resampling compensation failed: %d", ret);
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// not fatal
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} else {
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ap->compensation = diff;
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}
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}
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}
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}
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@ -369,6 +374,7 @@ sc_audio_player_frame_sink_open(struct sc_frame_sink *sink,
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ap->received = false;
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ap->played = false;
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ap->underflow = 0;
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ap->compensation = 0;
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// The thread calling open() is the thread calling push(), which fills the
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// audio buffer consumed by the SDL audio thread.
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@ -60,6 +60,9 @@ struct sc_audio_player {
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// (protected by SDL_AudioDeviceLock())
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uint32_t underflow;
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// Current applied compensation value (only used by the receiver thread)
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int compensation;
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// Set to true the first time a sample is received (protected by
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// SDL_AudioDeviceLock())
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bool received;
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