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authorBoris Gjenero <boris.gjenero@gmail.com>2014-02-04 12:16:09 -0500
committerBoris Gjenero <boris.gjenero@gmail.com>2014-02-04 12:16:09 -0500
commit56c4c4d79caaf3d969395bbe93556df4917bd659 (patch)
tree5d929247b934f9d34e4b0edf5b397c02d9e9eadb
parent42c6bbe2eaa2f1ceedb8c0b9d4d44bb8b676dcb8 (diff)
Improve Web Audio buffering.
This changes the Web Audio code to increase buffers according to SDL.audio.numSimultaneouslyQueuedBuffers, which can be changed via Module['SDL_numSimultaneouslyQueuedBuffers']. It becomes more similar to Mozilla Audio Data code. Multiple pending timers are used to improve sound when there is high CPU usage.
-rw-r--r--src/library_sdl.js15
1 files changed, 8 insertions, 7 deletions
diff --git a/src/library_sdl.js b/src/library_sdl.js
index 5d41618b..04e8fc18 100644
--- a/src/library_sdl.js
+++ b/src/library_sdl.js
@@ -1727,6 +1727,7 @@ var LibrarySDL = {
SDL.audio.pushAudio=function(ptr,sizeBytes) {
try {
--SDL.audio.numAudioTimersPending;
+ if (SDL.audio.paused) return;
var sizeSamples = sizeBytes / SDL.audio.bytesPerSample; // How many samples fit in the callback buffer?
var sizeSamplesPerChannel = sizeSamples / SDL.audio.channels; // How many samples per a single channel fit in the cb buffer?
@@ -1777,18 +1778,18 @@ var LibrarySDL = {
SDL.audio.soundSource[SDL.audio.nextSoundSource]['start'](playtime);
var buffer_duration = sizeSamplesPerChannel / SDL.audio.freq;
SDL.audio.nextPlayTime = playtime + buffer_duration;
- SDL.audio.nextSoundSource = (SDL.audio.nextSoundSource + 1) % 4;
+ // Timer will be scheduled before the buffer completed playing.
+ // Extra buffers are needed to avoid disturbing playing buffer.
+ SDL.audio.nextSoundSource = (SDL.audio.nextSoundSource + 1) % (SDL.audio.numSimultaneouslyQueuedBuffers + 2);
var secsUntilNextCall = playtime-curtime;
// Queue the next audio frame push to be performed when the previously queued buffer has finished playing.
- if (SDL.audio.numAudioTimersPending == 0) {
- var preemptBufferFeedMSecs = buffer_duration/2.0;
- SDL.audio.timer = Browser.safeSetTimeout(SDL.audio.caller, Math.max(0.0, 1000.0*secsUntilNextCall-preemptBufferFeedMSecs));
- ++SDL.audio.numAudioTimersPending;
- }
+ var preemptBufferFeedMSecs = 1000*buffer_duration/2.0;
+ SDL.audio.timer = Browser.safeSetTimeout(SDL.audio.caller, Math.max(0.0, 1000.0*secsUntilNextCall-preemptBufferFeedMSecs));
+ ++SDL.audio.numAudioTimersPending;
// If we are risking starving, immediately queue extra buffers.
- if (secsUntilNextCall <= buffer_duration && SDL.audio.numAudioTimersPending < SDL.audio.numSimultaneouslyQueuedBuffers) {
+ if (SDL.audio.numAudioTimersPending < SDL.audio.numSimultaneouslyQueuedBuffers) {
++SDL.audio.numAudioTimersPending;
Browser.safeSetTimeout(SDL.audio.caller, 1.0);
}