Audio experiments

This commit is contained in:
2026-05-05 12:18:42 +10:00
parent f836c53d10
commit 9a8748687a
6 changed files with 719 additions and 80 deletions

View File

@@ -44,6 +44,7 @@
#include "OscServer.h" #include "OscServer.h"
#include <algorithm> #include <algorithm>
#include <chrono>
#include <cstdint> #include <cstdint>
#include <cstring> #include <cstring>
#include <cctype> #include <cctype>
@@ -51,6 +52,7 @@
#include <set> #include <set>
#include <sstream> #include <sstream>
#include <string> #include <string>
#include <thread>
#include <vector> #include <vector>
#include <initguid.h> #include <initguid.h>
@@ -66,6 +68,8 @@ constexpr GLuint kPackedVideoTextureUnit = 2;
constexpr GLuint kGlobalParamsBindingPoint = 0; constexpr GLuint kGlobalParamsBindingPoint = 0;
constexpr unsigned kVideoPrerollFrameCount = 5; constexpr unsigned kVideoPrerollFrameCount = 5;
constexpr unsigned kAudioOutputWaterLevelSampleFrames = kAudioSampleRate / 2; constexpr unsigned kAudioOutputWaterLevelSampleFrames = kAudioSampleRate / 2;
constexpr unsigned kAudioScheduleChunkSampleFrames = kAudioSampleRate / 100;
constexpr unsigned kDeckLinkOutputAudioChannelCount = 16;
#ifndef GL_RGBA32F #ifndef GL_RGBA32F
#define GL_RGBA32F 0x8814 #define GL_RGBA32F 0x8814
@@ -325,7 +329,7 @@ OpenGLComposite::OpenGLComposite(HWND hWnd, HDC hDC, HGLRC hRC) :
mDLInput(NULL), mDLOutput(NULL), mDLInputConfiguration(NULL), mDLKeyer(NULL), mDLInput(NULL), mDLOutput(NULL), mDLInputConfiguration(NULL), mDLKeyer(NULL),
mPlayoutAllocator(NULL), mPlayoutAllocator(NULL),
mTotalPlayoutFrames(0), mTotalPlayoutFrames(0),
mNextAudioSampleFrame(0), mAudioOutputSampleTime(0),
mInputFrameWidth(0), mInputFrameHeight(0), mInputFrameWidth(0), mInputFrameHeight(0),
mOutputFrameWidth(0), mOutputFrameHeight(0), mOutputFrameWidth(0), mOutputFrameHeight(0),
mInputDisplayModeName("1080p59.94"), mInputDisplayModeName("1080p59.94"),
@@ -358,7 +362,14 @@ OpenGLComposite::OpenGLComposite(HWND hWnd, HDC hDC, HGLRC hRC) :
mViewWidth(0), mViewWidth(0),
mViewHeight(0), mViewHeight(0),
mAudioEnabled(false), mAudioEnabled(false),
mAudioOutputEnabled(false),
mAudioScheduleEnabled(false),
mAudioPrerollEnabled(false),
mAudioScheduleSilence(false),
mAudioScheduleTone(false),
mAudioPrerolling(false), mAudioPrerolling(false),
mAudioSchedulerRunning(false),
mPlayoutCallbackActive(false),
mTemporalHistoryNeedsReset(true) mTemporalHistoryNeedsReset(true)
{ {
InitializeCriticalSection(&pMutex); InitializeCriticalSection(&pMutex);
@@ -369,6 +380,11 @@ OpenGLComposite::OpenGLComposite(HWND hWnd, HDC hDC, HGLRC hRC) :
OpenGLComposite::~OpenGLComposite() OpenGLComposite::~OpenGLComposite()
{ {
mAudioSchedulerRunning.store(false);
mAudioPacketQueued.notify_all();
if (mAudioSchedulerThread.joinable())
mAudioSchedulerThread.join();
// Cleanup for Capture // Cleanup for Capture
if (mDLInput != NULL) if (mDLInput != NULL)
{ {
@@ -638,6 +654,11 @@ bool OpenGLComposite::InitDeckLink()
if (! CheckOpenGLExtensions()) if (! CheckOpenGLExtensions())
goto error; goto error;
if (mAudioOutputEnabled)
{
mFastTransferExtensionAvailable = false;
OutputDebugStringA("Audio output enabled; using DeckLink-owned output video frames for SDI stability.\n");
}
if (mInputFrameWidth != mOutputFrameWidth || mInputFrameHeight != mOutputFrameHeight) if (mInputFrameWidth != mOutputFrameWidth || mInputFrameHeight != mOutputFrameHeight)
{ {
mFastTransferExtensionAvailable = false; mFastTransferExtensionAvailable = false;
@@ -689,6 +710,11 @@ bool OpenGLComposite::InitDeckLink()
} }
mAudioEnabled = mRuntimeHost ? mRuntimeHost->AudioEnabled() : true; mAudioEnabled = mRuntimeHost ? mRuntimeHost->AudioEnabled() : true;
mAudioOutputEnabled = mAudioEnabled && (mRuntimeHost ? mRuntimeHost->AudioOutputEnabled() : true);
mAudioScheduleEnabled = mAudioOutputEnabled && (mRuntimeHost ? mRuntimeHost->AudioScheduleEnabled() : true);
mAudioPrerollEnabled = mAudioScheduleEnabled && (mRuntimeHost ? mRuntimeHost->AudioPrerollEnabled() : true);
mAudioScheduleSilence = mAudioScheduleEnabled && (mRuntimeHost ? mRuntimeHost->AudioScheduleSilence() : false);
mAudioScheduleTone = mAudioScheduleEnabled && (mRuntimeHost ? mRuntimeHost->AudioScheduleTone() : false);
if (mAudioEnabled) if (mAudioEnabled)
{ {
if (mDLInput->QueryInterface(IID_IDeckLinkConfiguration, (void**)&mDLInputConfiguration) == S_OK && mDLInputConfiguration != NULL) if (mDLInput->QueryInterface(IID_IDeckLinkConfiguration, (void**)&mDLInputConfiguration) == S_OK && mDLInputConfiguration != NULL)
@@ -721,11 +747,10 @@ bool OpenGLComposite::InitDeckLink()
if (mDLOutput->EnableVideoOutput(outputDisplayMode, bmdVideoOutputFlagDefault) != S_OK) if (mDLOutput->EnableVideoOutput(outputDisplayMode, bmdVideoOutputFlagDefault) != S_OK)
goto error; goto error;
if (mAudioEnabled && mDLOutput->EnableAudioOutput(bmdAudioSampleRate48kHz, bmdAudioSampleType32bitInteger, kAudioChannelCount, bmdAudioOutputStreamTimestamped) != S_OK) if (mAudioOutputEnabled && mDLOutput->EnableAudioOutput(bmdAudioSampleRate48kHz, bmdAudioSampleType32bitInteger, kDeckLinkOutputAudioChannelCount, bmdAudioOutputStreamContinuous) != S_OK)
{ {
OutputDebugStringA("Could not enable DeckLink audio output; continuing without audio.\n"); OutputDebugStringA("Could not enable DeckLink audio output; continuing without audio.\n");
mDLInput->DisableAudioInput(); mAudioOutputEnabled = false;
mAudioEnabled = false;
} }
if (mDLOutput->QueryInterface(IID_IDeckLinkKeyer, (void**)&mDLKeyer) == S_OK && mDLKeyer != NULL) if (mDLOutput->QueryInterface(IID_IDeckLinkKeyer, (void**)&mDLKeyer) == S_OK && mDLKeyer != NULL)
@@ -778,12 +803,23 @@ bool OpenGLComposite::InitDeckLink()
// If you want RGB 4:4:4 format to be played out "over the wire" in SDI, turn on the "Use 4:4:4 SDI" in the control // If you want RGB 4:4:4 format to be played out "over the wire" in SDI, turn on the "Use 4:4:4 SDI" in the control
// panel or turn on the bmdDeckLinkConfig444SDIVideoOutput flag using the IDeckLinkConfiguration interface. // panel or turn on the bmdDeckLinkConfig444SDIVideoOutput flag using the IDeckLinkConfiguration interface.
IDeckLinkMutableVideoFrame* outputFrame; IDeckLinkMutableVideoFrame* outputFrame;
IDeckLinkVideoBuffer* outputFrameBuffer = NULL; if (mAudioOutputEnabled)
{
if (mDLOutput->CreateVideoFrame(mOutputFrameWidth, mOutputFrameHeight, outputFrameRowBytes, bmdFormat8BitBGRA, bmdFrameFlagFlipVertical, &outputFrame) != S_OK)
goto error;
}
else
{
IDeckLinkVideoBuffer* outputFrameBuffer = NULL;
if (mPlayoutAllocator->AllocateVideoBuffer(&outputFrameBuffer) != S_OK) if (mPlayoutAllocator->AllocateVideoBuffer(&outputFrameBuffer) != S_OK)
goto error; goto error;
if (mDLOutput->CreateVideoFrameWithBuffer(mOutputFrameWidth, mOutputFrameHeight, outputFrameRowBytes, bmdFormat8BitBGRA, bmdFrameFlagFlipVertical, outputFrameBuffer, &outputFrame) != S_OK) if (mDLOutput->CreateVideoFrameWithBuffer(mOutputFrameWidth, mOutputFrameHeight, outputFrameRowBytes, bmdFormat8BitBGRA, bmdFrameFlagFlipVertical, outputFrameBuffer, &outputFrame) != S_OK)
goto error;
}
if (outputFrame == NULL)
goto error; goto error;
mDLOutputVideoFrameQueue.push_back(outputFrame); mDLOutputVideoFrameQueue.push_back(outputFrame);
@@ -796,12 +832,11 @@ bool OpenGLComposite::InitDeckLink()
if (mDLOutput->SetScheduledFrameCompletionCallback(mPlayoutDelegate) != S_OK) if (mDLOutput->SetScheduledFrameCompletionCallback(mPlayoutDelegate) != S_OK)
goto error; goto error;
if (mAudioEnabled && mDLOutput->SetAudioCallback(mPlayoutDelegate) != S_OK) if (mAudioOutputEnabled && mDLOutput->SetAudioCallback(mPlayoutDelegate) != S_OK)
{ {
OutputDebugStringA("Could not set DeckLink audio output callback; continuing without audio.\n"); OutputDebugStringA("Could not set DeckLink audio output callback; continuing without audio.\n");
mDLInput->DisableAudioInput();
mDLOutput->DisableAudioOutput(); mDLOutput->DisableAudioOutput();
mAudioEnabled = false; mAudioOutputEnabled = false;
} }
bSuccess = true; bSuccess = true;
@@ -1217,16 +1252,48 @@ void OpenGLComposite::AudioPacketArrived(IDeckLinkAudioInputPacket* audioPacket)
if (sampleFrameCount <= 0) if (sampleFrameCount <= 0)
return; return;
mAudioDelayBuffer.PushInterleaved(static_cast<const int32_t*>(audioBytes), static_cast<std::size_t>(sampleFrameCount)); TimestampedAudioPacket packet;
updateAudioStatus(); packet.block.interleavedSamples.assign(
static_cast<const int32_t*>(audioBytes),
static_cast<const int32_t*>(audioBytes) + (static_cast<std::size_t>(sampleFrameCount) * kAudioChannelCount));
if (!mAudioScheduleEnabled)
{
AudioAnalysisSnapshot audioAnalysis;
{
std::lock_guard<std::mutex> analyzerLock(mAudioAnalyzerMutex);
audioAnalysis = mAudioAnalyzer.Analyze(packet.block);
}
{
std::lock_guard<std::mutex> audioLock(mAudioStateMutex);
mAudioAnalysis = audioAnalysis;
}
updateAudioStatus();
return;
}
{
std::lock_guard<std::mutex> audioLock(mAudioStateMutex);
for (int32_t sample : packet.block.interleavedSamples)
mAudioSampleQueue.push_back(sample);
mQueuedAudioSampleFrames += static_cast<unsigned>(sampleFrameCount);
}
mAudioPacketQueued.notify_one();
ScheduleAudioToWaterLevel();
} }
HRESULT OpenGLComposite::RenderAudioSamples(BOOL preroll) HRESULT OpenGLComposite::RenderAudioSamples(BOOL preroll)
{ {
if (!mAudioEnabled || !mDLOutput) return ScheduleAudioToWaterLevel();
}
HRESULT OpenGLComposite::ScheduleAudioToWaterLevel()
{
if (!mAudioScheduleEnabled || !mDLOutput)
return S_OK; return S_OK;
std::lock_guard<std::mutex> audioLock(mAudioStateMutex); if (mPlayoutCallbackActive.load(std::memory_order_acquire))
return S_FALSE;
unsigned bufferedSampleFrames = 0; unsigned bufferedSampleFrames = 0;
if (mDLOutput->GetBufferedAudioSampleFrameCount(&bufferedSampleFrames) != S_OK) if (mDLOutput->GetBufferedAudioSampleFrameCount(&bufferedSampleFrames) != S_OK)
@@ -1235,24 +1302,88 @@ HRESULT OpenGLComposite::RenderAudioSamples(BOOL preroll)
return E_FAIL; return E_FAIL;
} }
const unsigned delayedSampleFrames = delayedAudioSampleFrames(); const unsigned audioWaterLevel = static_cast<unsigned>(AudioSampleTimeForVideoFrame(kVideoPrerollFrameCount, mFrameDuration, mFrameTimescale));
const unsigned waterLevel = kAudioOutputWaterLevelSampleFrames > delayedSampleFrames if (bufferedSampleFrames >= audioWaterLevel)
? kAudioOutputWaterLevelSampleFrames
: delayedSampleFrames;
if (bufferedSampleFrames >= waterLevel)
return S_OK; return S_OK;
const unsigned requestedSampleFrames = waterLevel - bufferedSampleFrames; TimestampedAudioPacket packet;
bool underrun = false; bool poppedCapturedAudio = false;
AudioFrameBlock audioBlock = mAudioDelayBuffer.Pop(requestedSampleFrames, underrun); {
mAudioAnalysis = mAudioAnalyzer.Analyze(audioBlock); std::unique_lock<std::mutex> audioLock(mAudioStateMutex, std::try_to_lock);
if (!audioLock.owns_lock())
return S_FALSE;
const unsigned audioDeficitFrames = audioWaterLevel - bufferedSampleFrames;
const unsigned requestedFrames = audioDeficitFrames < kAudioScheduleChunkSampleFrames ? audioDeficitFrames : kAudioScheduleChunkSampleFrames;
if (requestedFrames == 0)
return S_OK;
if (mAudioScheduleTone)
{
const std::size_t requestedSamples = static_cast<std::size_t>(requestedFrames) * kAudioChannelCount;
packet.block.interleavedSamples.reserve(requestedSamples);
for (unsigned frame = 0; frame < requestedFrames; ++frame)
{
const double phase = (static_cast<double>(mAudioToneSampleIndex++) * 440.0 * 6.28318530717958647692) / static_cast<double>(kAudioSampleRate);
const int32_t sample = static_cast<int32_t>(std::sin(phase) * 0.125 * 2147483647.0);
for (unsigned channel = 0; channel < kAudioChannelCount; ++channel)
packet.block.interleavedSamples.push_back(sample);
}
}
else if (mAudioScheduleSilence)
{
packet.block.interleavedSamples.assign(static_cast<std::size_t>(requestedFrames) * kAudioChannelCount, 0);
}
else
{
const std::size_t requestedSamples = static_cast<std::size_t>(requestedFrames) * kAudioChannelCount;
packet.block.interleavedSamples.reserve(requestedSamples);
while (!mAudioSampleQueue.empty() && packet.block.interleavedSamples.size() < requestedSamples)
{
packet.block.interleavedSamples.push_back(mAudioSampleQueue.front());
mAudioSampleQueue.pop_front();
}
if (packet.block.interleavedSamples.size() < requestedSamples)
{
mAudioUnderrunCount++;
packet.block.interleavedSamples.resize(requestedSamples, 0);
}
const auto frameCount = static_cast<unsigned>(packet.block.frameCount());
mQueuedAudioSampleFrames = frameCount <= mQueuedAudioSampleFrames ? mQueuedAudioSampleFrames - frameCount : 0;
poppedCapturedAudio = true;
}
}
const unsigned sampleFrames = static_cast<unsigned>(packet.block.frameCount());
if (sampleFrames == 0)
return S_FALSE;
std::vector<int32_t> deckLinkAudioSamples(static_cast<std::size_t>(sampleFrames) * kDeckLinkOutputAudioChannelCount, 0);
for (unsigned frame = 0; frame < sampleFrames; ++frame)
{
const std::size_t source = static_cast<std::size_t>(frame) * kAudioChannelCount;
const std::size_t destination = static_cast<std::size_t>(frame) * kDeckLinkOutputAudioChannelCount;
deckLinkAudioSamples[destination] = packet.block.interleavedSamples[source];
deckLinkAudioSamples[destination + 1] = packet.block.interleavedSamples[source + 1];
}
if (mPlayoutCallbackActive.load(std::memory_order_acquire))
{
std::lock_guard<std::mutex> audioLock(mAudioStateMutex);
if (poppedCapturedAudio)
{
for (auto it = packet.block.interleavedSamples.rbegin(); it != packet.block.interleavedSamples.rend(); ++it)
mAudioSampleQueue.push_front(*it);
mQueuedAudioSampleFrames += sampleFrames;
}
return S_FALSE;
}
unsigned sampleFramesWritten = 0; unsigned sampleFramesWritten = 0;
const unsigned sampleFrames = static_cast<unsigned>(audioBlock.frameCount()); HRESULT scheduleResult = mDLOutput->ScheduleAudioSamples(
const HRESULT scheduleResult = mDLOutput->ScheduleAudioSamples( deckLinkAudioSamples.data(),
audioBlock.interleavedSamples.data(),
sampleFrames, sampleFrames,
static_cast<BMDTimeValue>(mNextAudioSampleFrame), static_cast<BMDTimeValue>(mAudioOutputSampleTime),
kAudioSampleRate, kAudioSampleRate,
&sampleFramesWritten); &sampleFramesWritten);
@@ -1260,41 +1391,69 @@ HRESULT OpenGLComposite::RenderAudioSamples(BOOL preroll)
{ {
if (sampleFramesWritten == 0 && sampleFrames > 0) if (sampleFramesWritten == 0 && sampleFrames > 0)
OutputDebugStringA("DeckLink accepted audio schedule call but wrote 0 sample frames.\n"); OutputDebugStringA("DeckLink accepted audio schedule call but wrote 0 sample frames.\n");
mNextAudioSampleFrame += sampleFramesWritten; mAudioOutputSampleTime += sampleFramesWritten;
AudioFrameBlock analysisBlock = packet.block;
AudioAnalysisSnapshot audioAnalysis;
{
std::lock_guard<std::mutex> analyzerLock(mAudioAnalyzerMutex);
audioAnalysis = mAudioAnalyzer.Analyze(analysisBlock);
}
{
std::lock_guard<std::mutex> audioLock(mAudioStateMutex);
mAudioAnalysis = audioAnalysis;
packet.scheduledOutputSamples = std::move(deckLinkAudioSamples);
mScheduledAudioPacketRetainQueue.push_back(std::move(packet));
while (mScheduledAudioPacketRetainQueue.size() > 64)
mScheduledAudioPacketRetainQueue.pop_front();
}
updateAudioStatus();
} }
else else
{ {
OutputDebugStringA("DeckLink ScheduleAudioSamples failed while topping up audio output.\n"); OutputDebugStringA("DeckLink ScheduleAudioSamples failed while topping up audio output.\n");
} }
updateAudioStatus();
return scheduleResult; return scheduleResult;
} }
void OpenGLComposite::AudioSchedulingLoop()
{
while (mAudioSchedulerRunning.load())
{
ScheduleAudioToWaterLevel();
std::unique_lock<std::mutex> audioLock(mAudioStateMutex);
mAudioPacketQueued.wait_for(audioLock, std::chrono::milliseconds(20), [this]()
{
return !mAudioSchedulerRunning.load() || !mAudioPacketQueue.empty();
});
}
}
// Render the live video texture through the runtime shader into the off-screen framebuffer. // Render the live video texture through the runtime shader into the off-screen framebuffer.
// Read the result back from the frame buffer and schedule it for playout. // Read the result back from the frame buffer and schedule it for playout.
void OpenGLComposite::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult completionResult) void OpenGLComposite::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult completionResult)
{ {
mPlayoutCallbackActive.store(true, std::memory_order_release);
EnterCriticalSection(&pMutex); EnterCriticalSection(&pMutex);
auto leavePlayoutCallback = [this]()
{
mPlayoutCallbackActive.store(false, std::memory_order_release);
LeaveCriticalSection(&pMutex);
};
// Get the first frame from the queue if (!completedFrame)
IDeckLinkMutableVideoFrame* outputVideoFrame = mDLOutputVideoFrameQueue.front(); {
mDLOutputVideoFrameQueue.push_back(outputVideoFrame); leavePlayoutCallback();
mDLOutputVideoFrameQueue.pop_front(); return;
}
IDeckLinkVideoFrame* outputVideoFrame = completedFrame;
// make GL context current in this thread // make GL context current in this thread
wglMakeCurrent( hGLDC, hGLRC ); wglMakeCurrent( hGLDC, hGLRC );
if (mAudioEnabled)
{
AudioAnalysisSnapshot audioAnalysis;
{
std::lock_guard<std::mutex> audioLock(mAudioStateMutex);
audioAnalysis = mAudioAnalysis;
}
updateAudioDataTexture(audioAnalysis);
}
// Draw the effect output to the off-screen framebuffer. // Draw the effect output to the off-screen framebuffer.
const auto renderStartTime = std::chrono::steady_clock::now(); const auto renderStartTime = std::chrono::steady_clock::now();
if (mFastTransferExtensionAvailable) if (mFastTransferExtensionAvailable)
@@ -1323,14 +1482,14 @@ void OpenGLComposite::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame,
IDeckLinkVideoBuffer* outputVideoFrameBuffer; IDeckLinkVideoBuffer* outputVideoFrameBuffer;
if (outputVideoFrame->QueryInterface(IID_IDeckLinkVideoBuffer, (void**)&outputVideoFrameBuffer) != S_OK) if (outputVideoFrame->QueryInterface(IID_IDeckLinkVideoBuffer, (void**)&outputVideoFrameBuffer) != S_OK)
{ {
LeaveCriticalSection(&pMutex); leavePlayoutCallback();
return; return;
} }
if (outputVideoFrameBuffer->StartAccess(bmdBufferAccessWrite) != S_OK) if (outputVideoFrameBuffer->StartAccess(bmdBufferAccessWrite) != S_OK)
{ {
outputVideoFrameBuffer->Release(); outputVideoFrameBuffer->Release();
LeaveCriticalSection(&pMutex); leavePlayoutCallback();
return; return;
} }
@@ -1371,22 +1530,21 @@ void OpenGLComposite::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame,
wglMakeCurrent( NULL, NULL ); wglMakeCurrent( NULL, NULL );
LeaveCriticalSection(&pMutex); leavePlayoutCallback();
} }
bool OpenGLComposite::Start() bool OpenGLComposite::Start()
{ {
mTotalPlayoutFrames = 0; mTotalPlayoutFrames = 0;
initializeAudioDelay(); initializeAudioDelay();
if (mAudioEnabled) if (mAudioPrerollEnabled)
{ {
mDLOutput->FlushBufferedAudioSamples(); mDLOutput->FlushBufferedAudioSamples();
if (mDLOutput->BeginAudioPreroll() != S_OK) if (mDLOutput->BeginAudioPreroll() != S_OK)
{ {
OutputDebugStringA("Could not begin DeckLink audio preroll; continuing without audio.\n"); OutputDebugStringA("Could not begin DeckLink audio preroll; continuing without audio.\n");
mDLInput->DisableAudioInput();
mDLOutput->DisableAudioOutput(); mDLOutput->DisableAudioOutput();
mAudioEnabled = false; mAudioOutputEnabled = false;
} }
else else
{ {
@@ -1426,26 +1584,37 @@ bool OpenGLComposite::Start()
mTotalPlayoutFrames++; mTotalPlayoutFrames++;
} }
if (mAudioEnabled) if (mDLInput->StartStreams() != S_OK)
RenderAudioSamples(TRUE); {
return false;
}
if (mAudioPrerolling) if (mAudioPrerolling)
{ {
const unsigned audioWaterLevel = static_cast<unsigned>(AudioSampleTimeForVideoFrame(kVideoPrerollFrameCount, mFrameDuration, mFrameTimescale));
const auto prerollDeadline = std::chrono::steady_clock::now() + std::chrono::milliseconds(750);
while (mAudioScheduleEnabled && std::chrono::steady_clock::now() < prerollDeadline)
{
unsigned bufferedSampleFrames = 0;
if (mDLOutput->GetBufferedAudioSampleFrameCount(&bufferedSampleFrames) == S_OK && bufferedSampleFrames >= audioWaterLevel)
break;
std::this_thread::sleep_for(std::chrono::milliseconds(5));
}
if (mDLOutput->EndAudioPreroll() != S_OK) if (mDLOutput->EndAudioPreroll() != S_OK)
{ {
OutputDebugStringA("Could not end DeckLink audio preroll; continuing without audio.\n"); OutputDebugStringA("Could not end DeckLink audio preroll; continuing without audio.\n");
mDLInput->DisableAudioInput();
mDLOutput->DisableAudioOutput(); mDLOutput->DisableAudioOutput();
mAudioEnabled = false; mAudioOutputEnabled = false;
mAudioScheduleEnabled = false;
} }
mAudioPrerolling = false; mAudioPrerolling = false;
} }
if (mDLInput->StartStreams() != S_OK)
return false;
if (mDLOutput->StartScheduledPlayback(0, mFrameTimescale, 1.0) != S_OK) if (mDLOutput->StartScheduledPlayback(0, mFrameTimescale, 1.0) != S_OK)
{
return false; return false;
}
return true; return true;
} }
@@ -1475,6 +1644,11 @@ bool OpenGLComposite::Stop()
} }
} }
mAudioSchedulerRunning.store(false);
mAudioPacketQueued.notify_all();
if (mAudioSchedulerThread.joinable())
mAudioSchedulerThread.join();
mDLInput->StopStreams(); mDLInput->StopStreams();
mDLInput->DisableVideoInput(); mDLInput->DisableVideoInput();
if (mAudioEnabled) if (mAudioEnabled)
@@ -1485,7 +1659,7 @@ bool OpenGLComposite::Stop()
mDLOutput->SetScheduledFrameCompletionCallback(NULL); mDLOutput->SetScheduledFrameCompletionCallback(NULL);
mDLOutput->DisableVideoOutput(); mDLOutput->DisableVideoOutput();
mAudioPrerolling = false; mAudioPrerolling = false;
if (mAudioEnabled) if (mAudioOutputEnabled)
mDLOutput->DisableAudioOutput(); mDLOutput->DisableAudioOutput();
return true; return true;
@@ -2260,30 +2434,33 @@ void OpenGLComposite::broadcastRuntimeState()
mControlServer->BroadcastState(); mControlServer->BroadcastState();
} }
unsigned OpenGLComposite::delayedAudioSampleFrames() const BMDTimeValue OpenGLComposite::delayedAudioStreamTime() const
{ {
return static_cast<unsigned>(AudioSampleTimeForVideoFrame(kVideoPrerollFrameCount, mFrameDuration, mFrameTimescale)); return static_cast<BMDTimeValue>(kVideoPrerollFrameCount) * mFrameDuration;
} }
void OpenGLComposite::initializeAudioDelay() void OpenGLComposite::initializeAudioDelay()
{ {
std::lock_guard<std::mutex> audioLock(mAudioStateMutex); {
mAudioAnalyzer.Reset(); std::lock_guard<std::mutex> analyzerLock(mAudioAnalyzerMutex);
mAudioAnalysis = AudioAnalysisSnapshot(); mAudioAnalyzer.Reset();
mAudioDelayBuffer.Reset(delayedAudioSampleFrames()); }
mNextAudioSampleFrame = 0; {
std::lock_guard<std::mutex> audioLock(mAudioStateMutex);
mAudioAnalysis = AudioAnalysisSnapshot();
mAudioPacketQueue.clear();
mScheduledAudioPacketRetainQueue.clear();
mAudioSampleQueue.clear();
mQueuedAudioSampleFrames = 0;
mAudioUnderrunCount = 0;
mAudioOutputSampleTime = 0;
mAudioToneSampleIndex = 0;
mHasFirstAudioPacketTime = false;
mFirstAudioPacketTime = 0;
}
updateAudioStatus(); updateAudioStatus();
} }
AudioFrameBlock OpenGLComposite::popAudioForVideoFrame(uint64_t videoFrameIndex)
{
const unsigned sampleFrames = AudioSamplesForVideoFrame(videoFrameIndex, mFrameDuration, mFrameTimescale);
bool underrun = false;
AudioFrameBlock block = mAudioDelayBuffer.Pop(sampleFrames, underrun);
mAudioAnalysis = mAudioAnalyzer.Analyze(block);
return block;
}
void OpenGLComposite::updateAudioDataTexture(const AudioAnalysisSnapshot& analysis) void OpenGLComposite::updateAudioDataTexture(const AudioAnalysisSnapshot& analysis)
{ {
if (mAudioDataTexture == 0) if (mAudioDataTexture == 0)
@@ -2303,8 +2480,8 @@ void OpenGLComposite::updateAudioStatus()
AudioStatusSnapshot status; AudioStatusSnapshot status;
status.enabled = mAudioEnabled; status.enabled = mAudioEnabled;
status.bufferedSampleFrames = mAudioDelayBuffer.BufferedSampleFrames(); status.bufferedSampleFrames = mQueuedAudioSampleFrames;
status.underrunCount = mAudioDelayBuffer.UnderrunCount(); status.underrunCount = mAudioUnderrunCount;
status.analysis = mAudioAnalysis; status.analysis = mAudioAnalysis;
mRuntimeHost->SetAudioStatus(status); mRuntimeHost->SetAudioStatus(status);
} }

View File

@@ -57,11 +57,13 @@
#include "RuntimeHost.h" #include "RuntimeHost.h"
#include <atomic> #include <atomic>
#include <condition_variable>
#include <cstdint> #include <cstdint>
#include <functional> #include <functional>
#include <map> #include <map>
#include <memory> #include <memory>
#include <mutex> #include <mutex>
#include <thread>
#include <vector> #include <vector>
#include <deque> #include <deque>
@@ -101,6 +103,8 @@ public:
void VideoFrameArrived(IDeckLinkVideoInputFrame* inputFrame, bool hasNoInputSource); void VideoFrameArrived(IDeckLinkVideoInputFrame* inputFrame, bool hasNoInputSource);
void AudioPacketArrived(IDeckLinkAudioInputPacket* audioPacket); void AudioPacketArrived(IDeckLinkAudioInputPacket* audioPacket);
HRESULT RenderAudioSamples(BOOL preroll); HRESULT RenderAudioSamples(BOOL preroll);
HRESULT ScheduleAudioToWaterLevel();
void AudioSchedulingLoop();
void PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult result); void PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult result);
private: private:
@@ -124,7 +128,7 @@ private:
BMDTimeValue mFrameDuration; BMDTimeValue mFrameDuration;
BMDTimeScale mFrameTimescale; BMDTimeScale mFrameTimescale;
unsigned mTotalPlayoutFrames; unsigned mTotalPlayoutFrames;
uint64_t mNextAudioSampleFrame; uint64_t mAudioOutputSampleTime;
unsigned mInputFrameWidth; unsigned mInputFrameWidth;
unsigned mInputFrameHeight; unsigned mInputFrameHeight;
unsigned mOutputFrameWidth; unsigned mOutputFrameWidth;
@@ -166,11 +170,34 @@ private:
std::unique_ptr<ControlServer> mControlServer; std::unique_ptr<ControlServer> mControlServer;
std::unique_ptr<OscServer> mOscServer; std::unique_ptr<OscServer> mOscServer;
bool mAudioEnabled; bool mAudioEnabled;
bool mAudioOutputEnabled;
bool mAudioScheduleEnabled;
bool mAudioPrerollEnabled;
bool mAudioScheduleSilence;
bool mAudioScheduleTone;
bool mAudioPrerolling; bool mAudioPrerolling;
std::atomic<bool> mAudioSchedulerRunning;
std::atomic<bool> mPlayoutCallbackActive;
std::thread mAudioSchedulerThread;
std::mutex mAudioStateMutex; std::mutex mAudioStateMutex;
AudioDelayBuffer mAudioDelayBuffer; std::mutex mAudioAnalyzerMutex;
AudioAnalyzer mAudioAnalyzer; AudioAnalyzer mAudioAnalyzer;
AudioAnalysisSnapshot mAudioAnalysis; AudioAnalysisSnapshot mAudioAnalysis;
struct TimestampedAudioPacket
{
AudioFrameBlock block;
std::vector<int32_t> scheduledOutputSamples;
BMDTimeValue streamTime = 0;
};
std::deque<TimestampedAudioPacket> mAudioPacketQueue;
std::deque<TimestampedAudioPacket> mScheduledAudioPacketRetainQueue;
std::deque<int32_t> mAudioSampleQueue;
std::condition_variable mAudioPacketQueued;
unsigned mQueuedAudioSampleFrames = 0;
uint64_t mAudioUnderrunCount = 0;
uint64_t mAudioToneSampleIndex = 0;
bool mHasFirstAudioPacketTime = false;
BMDTimeValue mFirstAudioPacketTime = 0;
struct LayerProgram struct LayerProgram
{ {
@@ -224,8 +251,7 @@ private:
bool PollRuntimeChanges(); bool PollRuntimeChanges();
void broadcastRuntimeState(); void broadcastRuntimeState();
void initializeAudioDelay(); void initializeAudioDelay();
unsigned delayedAudioSampleFrames() const; BMDTimeValue delayedAudioStreamTime() const;
AudioFrameBlock popAudioForVideoFrame(uint64_t videoFrameIndex);
void updateAudioDataTexture(const AudioAnalysisSnapshot& analysis); void updateAudioDataTexture(const AudioAnalysisSnapshot& analysis);
void updateAudioStatus(); void updateAudioStatus();
bool updateGlobalParamsBuffer(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength); bool updateGlobalParamsBuffer(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength);

View File

@@ -1191,6 +1191,16 @@ bool RuntimeHost::LoadConfig(std::string& error)
mConfig.enableExternalKeying = enableExternalKeyingValue->asBoolean(mConfig.enableExternalKeying); mConfig.enableExternalKeying = enableExternalKeyingValue->asBoolean(mConfig.enableExternalKeying);
if (const JsonValue* audioEnabledValue = configJson.find("audioEnabled")) if (const JsonValue* audioEnabledValue = configJson.find("audioEnabled"))
mConfig.audioEnabled = audioEnabledValue->asBoolean(mConfig.audioEnabled); mConfig.audioEnabled = audioEnabledValue->asBoolean(mConfig.audioEnabled);
if (const JsonValue* audioOutputEnabledValue = configJson.find("audioOutputEnabled"))
mConfig.audioOutputEnabled = audioOutputEnabledValue->asBoolean(mConfig.audioOutputEnabled);
if (const JsonValue* audioScheduleEnabledValue = configJson.find("audioScheduleEnabled"))
mConfig.audioScheduleEnabled = audioScheduleEnabledValue->asBoolean(mConfig.audioScheduleEnabled);
if (const JsonValue* audioPrerollEnabledValue = configJson.find("audioPrerollEnabled"))
mConfig.audioPrerollEnabled = audioPrerollEnabledValue->asBoolean(mConfig.audioPrerollEnabled);
if (const JsonValue* audioScheduleSilenceValue = configJson.find("audioScheduleSilence"))
mConfig.audioScheduleSilence = audioScheduleSilenceValue->asBoolean(mConfig.audioScheduleSilence);
if (const JsonValue* audioScheduleToneValue = configJson.find("audioScheduleTone"))
mConfig.audioScheduleTone = audioScheduleToneValue->asBoolean(mConfig.audioScheduleTone);
if (const JsonValue* audioChannelCountValue = configJson.find("audioChannelCount")) if (const JsonValue* audioChannelCountValue = configJson.find("audioChannelCount"))
mConfig.audioChannelCount = static_cast<unsigned>(audioChannelCountValue->asNumber(static_cast<double>(mConfig.audioChannelCount))); mConfig.audioChannelCount = static_cast<unsigned>(audioChannelCountValue->asNumber(static_cast<double>(mConfig.audioChannelCount)));
if (const JsonValue* audioSampleRateValue = configJson.find("audioSampleRate")) if (const JsonValue* audioSampleRateValue = configJson.find("audioSampleRate"))
@@ -1542,6 +1552,11 @@ JsonValue RuntimeHost::BuildStateValue() const
app.set("maxTemporalHistoryFrames", JsonValue(static_cast<double>(mConfig.maxTemporalHistoryFrames))); app.set("maxTemporalHistoryFrames", JsonValue(static_cast<double>(mConfig.maxTemporalHistoryFrames)));
app.set("enableExternalKeying", JsonValue(mConfig.enableExternalKeying)); app.set("enableExternalKeying", JsonValue(mConfig.enableExternalKeying));
app.set("audioEnabled", JsonValue(mConfig.audioEnabled)); app.set("audioEnabled", JsonValue(mConfig.audioEnabled));
app.set("audioOutputEnabled", JsonValue(mConfig.audioOutputEnabled));
app.set("audioScheduleEnabled", JsonValue(mConfig.audioScheduleEnabled));
app.set("audioPrerollEnabled", JsonValue(mConfig.audioPrerollEnabled));
app.set("audioScheduleSilence", JsonValue(mConfig.audioScheduleSilence));
app.set("audioScheduleTone", JsonValue(mConfig.audioScheduleTone));
app.set("audioChannelCount", JsonValue(static_cast<double>(mConfig.audioChannelCount))); app.set("audioChannelCount", JsonValue(static_cast<double>(mConfig.audioChannelCount)));
app.set("audioSampleRate", JsonValue(static_cast<double>(mConfig.audioSampleRate))); app.set("audioSampleRate", JsonValue(static_cast<double>(mConfig.audioSampleRate)));
app.set("audioDelayMode", JsonValue(mConfig.audioDelayMode)); app.set("audioDelayMode", JsonValue(mConfig.audioDelayMode));

View File

@@ -54,6 +54,11 @@ public:
unsigned GetMaxTemporalHistoryFrames() const { return mConfig.maxTemporalHistoryFrames; } unsigned GetMaxTemporalHistoryFrames() const { return mConfig.maxTemporalHistoryFrames; }
bool ExternalKeyingEnabled() const { return mConfig.enableExternalKeying; } bool ExternalKeyingEnabled() const { return mConfig.enableExternalKeying; }
bool AudioEnabled() const { return mConfig.audioEnabled; } bool AudioEnabled() const { return mConfig.audioEnabled; }
bool AudioOutputEnabled() const { return mConfig.audioOutputEnabled; }
bool AudioScheduleEnabled() const { return mConfig.audioScheduleEnabled; }
bool AudioPrerollEnabled() const { return mConfig.audioPrerollEnabled; }
bool AudioScheduleSilence() const { return mConfig.audioScheduleSilence; }
bool AudioScheduleTone() const { return mConfig.audioScheduleTone; }
unsigned AudioChannelCount() const { return mConfig.audioChannelCount; } unsigned AudioChannelCount() const { return mConfig.audioChannelCount; }
unsigned AudioSampleRate() const { return mConfig.audioSampleRate; } unsigned AudioSampleRate() const { return mConfig.audioSampleRate; }
const std::string& GetInputVideoFormat() const { return mConfig.inputVideoFormat; } const std::string& GetInputVideoFormat() const { return mConfig.inputVideoFormat; }
@@ -73,6 +78,11 @@ private:
unsigned maxTemporalHistoryFrames = 4; unsigned maxTemporalHistoryFrames = 4;
bool enableExternalKeying = false; bool enableExternalKeying = false;
bool audioEnabled = true; bool audioEnabled = true;
bool audioOutputEnabled = true;
bool audioScheduleEnabled = true;
bool audioPrerollEnabled = true;
bool audioScheduleSilence = false;
bool audioScheduleTone = false;
unsigned audioChannelCount = kAudioChannelCount; unsigned audioChannelCount = kAudioChannelCount;
unsigned audioSampleRate = kAudioSampleRate; unsigned audioSampleRate = kAudioSampleRate;
std::string audioDelayMode = "matchVideoPreroll"; std::string audioDelayMode = "matchVideoPreroll";

View File

@@ -9,6 +9,11 @@
"autoReload": true, "autoReload": true,
"maxTemporalHistoryFrames": 12, "maxTemporalHistoryFrames": 12,
"audioEnabled": true, "audioEnabled": true,
"audioOutputEnabled": true,
"audioScheduleEnabled": true,
"audioPrerollEnabled": true,
"audioScheduleSilence": false,
"audioScheduleTone": false,
"audioChannelCount": 2, "audioChannelCount": 2,
"audioSampleRate": 48000, "audioSampleRate": 48000,
"audioDelayMode": "matchVideoPreroll", "audioDelayMode": "matchVideoPreroll",

View File

@@ -0,0 +1,406 @@
# Audio / SDI Tearing Investigation
Date: 2026-05-05
## Problem
After adding DeckLink audio pass-through, the SDI output intermittently shows a torn/corrupted frame. The preview window does not show the artifact.
Observed artifact:
- Bottom portion of the SDI image can show an offset mix of current/previous frame.
- Looks like a frame-buffer or output-transfer issue rather than shader rendering.
- Occurs even with all shaders bypassed.
- Main branch is known good with no tearing.
Later tests also showed audio tearing/stutter when non-silent audio was scheduled.
## Known Good Baseline
- `main` branch has no SDI tearing.
- Current branch with `audioEnabled: false` ran for several minutes with no visible tearing.
This strongly suggests the issue is tied to DeckLink audio output/scheduling rather than the shader stack.
## SDK References Checked
### `InputLoopThrough`
Location:
`3rdParty/Blackmagic DeckLink SDK 16.0/Win/Samples/InputLoopThrough`
Findings:
- This is the SDK loop-through sample that keeps audio.
- It preserves DeckLink audio packet timestamps using `GetPacketTime(..., m_frameTimescale)`.
- It schedules audio packets with `ScheduleAudioSamples(..., packetTime, m_frameTimescale, ...)`.
- It uses 16-channel 32-bit embedded audio by default.
- It has separate scheduling threads for video/audio.
- It waits for both video and audio preroll before `StartScheduledPlayback`.
### `LoopThroughWithOpenGLCompositing`
Location:
`3rdParty/Blackmagic DeckLink SDK 16.0/Win/Samples/LoopThroughWithOpenGLCompositing`
Findings:
- This sample is the base for this app.
- It ignores `IDeckLinkAudioInputPacket`.
- It does not demonstrate audio pass-through.
### `SignalGenerator`
Location:
`3rdParty/Blackmagic DeckLink SDK 16.0/Win/Samples/SignalGenerator`
Findings:
- Uses `RenderAudioSamples()` callback to top up audio when DeckLink requests samples.
- Uses `GetBufferedAudioSampleFrameCount()` and a water level before scheduling more audio.
## Tests Tried And Results
### 1. Initial audio pass-through with FIFO and sample-time accumulator
Implementation:
- Copied incoming audio into a stereo FIFO.
- Scheduled audio with a generated `mNextAudioSampleFrame` clock in 48 kHz timescale.
- Matched delay to video preroll.
Result:
- Audio eventually worked.
- SDI video tearing appeared.
Conclusion:
- Basic audio output path triggered SDI instability.
### 2. Reworked audio toward SDK `InputLoopThrough` packet-timestamp model
Implementation:
- Preserved incoming packet time via `GetPacketTime(..., mFrameTimescale)`.
- Queued timestamped audio packets.
- Scheduled packets with `ScheduleAudioSamples(..., packet.streamTime, mFrameTimescale, ...)`.
Result:
- Tearing persisted.
Conclusion:
- Simply matching SDK timestamp domain did not fix the issue.
### 3. Restored video callback closer to `main`
Implementation:
- Removed extra `glFinish()` calls.
- Restored preview/readback ordering closer to `main`.
- Re-enabled fast transfer path after earlier tests disabled it.
- Removed audio texture upload from video playout callback.
- Removed audio analysis and audio locks from video playout callback.
- Removed DeckLink scheduling mutex around `ScheduleVideoFrame`.
Result:
- Tearing frequency seemed reduced at one point, but tearing persisted.
Conclusion:
- Extra work in the playout callback may have made timing worse, but was not the root cause.
### 4. Disabled audio completely
Config:
```json
"audioEnabled": false
```
Result:
- Ran for several minutes with no visible tearing.
Conclusion:
- The tearing is tied to audio being enabled.
### 5. Enabled audio input/analysis but disabled DeckLink audio output
Config:
```json
"audioEnabled": true,
"audioOutputEnabled": false
```
Result:
- No tearing appeared.
Conclusion:
- DeckLink audio input and CPU analysis are not the trigger.
- The problem is on the DeckLink audio output side.
### 6. Enabled DeckLink audio output but disabled scheduling
Config:
```json
"audioEnabled": true,
"audioOutputEnabled": true,
"audioScheduleEnabled": false
```
Result:
- No video tearing.
- Slight stutter appeared.
Conclusion:
- `EnableAudioOutput()` alone did not produce the tearing.
- Stutter was likely from enabling an audio output stream without feeding it samples.
### 7. Enabled audio scheduling but skipped audio preroll
Config:
```json
"audioEnabled": true,
"audioOutputEnabled": true,
"audioScheduleEnabled": true,
"audioPrerollEnabled": false
```
Result:
- Video tearing returned.
- Stutter also present.
Conclusion:
- `BeginAudioPreroll()` / `EndAudioPreroll()` are not required to trigger the tear.
- `ScheduleAudioSamples()` is strongly implicated.
### 8. Retained scheduled audio packet memory after `ScheduleAudioSamples`
Implementation:
- Kept scheduled packet buffers alive in a retain queue after scheduling.
- Avoided passing DeckLink pointers to vectors that immediately went out of scope.
Result:
- Video tearing and stutter persisted.
Conclusion:
- Buffer lifetime after `ScheduleAudioSamples()` was not the root cause.
### 9. Added audio water-level cap
Implementation:
- Restored SDK-style `GetBufferedAudioSampleFrameCount()` check.
- Only scheduled more audio if DeckLink buffer was below the target water level.
Result:
- Stutter was reduced.
- Video tearing persisted.
Conclusion:
- Overscheduling contributed to stutter/timing pressure.
- It did not explain the tearing.
### 10. Removed standalone audio scheduler thread
Implementation:
- Stopped starting the dedicated audio scheduler thread.
- Audio top-up occurred from input packet arrival and `RenderAudioSamples()` callback.
Result:
- No meaningful change.
Conclusion:
- The polling thread itself was not the cause.
### 11. Switched from timestamped audio output to continuous audio output
Implementation:
- Changed audio output to `bmdAudioOutputStreamContinuous`.
- Scheduled audio using a monotonic 48 kHz sample clock.
Result:
- Video tearing and stutter persisted.
Conclusion:
- The issue was not specific to timestamped output mode.
### 12. Rendered into the actual `completedFrame`
Implementation:
- Changed `PlayoutFrameCompleted()` to reuse the exact `completedFrame` passed by DeckLink rather than rotating an independent output-frame queue.
Result:
- No change.
Conclusion:
- The app was probably not overwriting a still-in-use frame from its output queue.
### 13. Scheduled generated silence instead of captured audio
Config:
```json
"audioScheduleSilence": true
```
Result:
- Occasional stutter.
- No video tearing.
Conclusion:
- Scheduling audio buffers itself can be stable if the audio data is zero.
- Non-zero audio data appears to be important.
### 14. Flattened captured audio into PCM FIFO and scheduled fixed chunks
Implementation:
- Captured packets were flattened into a PCM FIFO.
- DeckLink received fixed 10 ms chunks rather than original packet boundaries.
- Missing audio was padded with silence.
Result:
- Video tearing returned.
- Audio stutter/tearing returned.
Conclusion:
- Packet boundaries/timestamps were not the whole cause.
- Non-zero captured audio data still triggered instability.
### 15. Scheduled generated 440 Hz tone
Config:
```json
"audioScheduleTone": true
```
Result:
- Video tearing occurred.
- Tone/audio also tore.
Conclusion:
- The issue is not specific to captured input data.
- Non-zero scheduled audio, even generated tone, triggers the problem.
### 16. Changed DeckLink output to 16 embedded audio channels
Implementation:
- Enabled DeckLink audio output with 16 channels instead of 2.
- Mapped stereo to channels 1/2.
- Filled channels 3-16 with silence.
Result:
- Video tearing and audio tearing still occurred.
Conclusion:
- The issue is not simply caused by 2-channel embedded audio output.
### 17. Used DeckLink-owned output video frames with audio enabled
Implementation:
- When audio output is enabled:
- disabled fast transfer path
- created output frames with `CreateVideoFrame()`
- avoided `CreateVideoFrameWithBuffer()` and the custom pinned playout allocator
Result:
- Video tearing and audio tearing still occurred.
Conclusion:
- The custom pinned output video buffers are likely not the root cause.
## Current Strong Conclusions
- Shader stack is not the cause.
- Preview/render output is not showing the issue, so the artifact is SDI/output-side.
- DeckLink audio input is not the cause.
- DeckLink audio output enabled but unscheduled does not cause tearing.
- `ScheduleAudioSamples()` with zero/silent buffers does not cause tearing.
- `ScheduleAudioSamples()` with non-zero audio causes both video tearing and audio tearing.
- The problem persists across:
- timestamped audio output
- continuous audio output
- captured audio
- generated tone
- 2-channel output
- 16-channel embedded output
- app-owned/pinned output video buffers
- DeckLink-owned output video frames
## Current Hypothesis
The issue appears to be a DeckLink output interaction where non-zero embedded audio samples disturb SDI video/audio output in this apps scheduling model.
Since silence is stable but tone is not, the next likely areas to investigate are:
- Audio sample format/range/endian expectations.
- Whether DeckLink expects 32-bit audio samples to be in a different effective range than we are providing.
- Whether the scheduled audio buffer layout for the selected hardware/output mode differs from our assumptions.
- Whether the selected output mode/keyer/SDI configuration has constraints when non-zero embedded audio is present.
- Whether the SDK sample behaves correctly on the same hardware with a generated tone and same video mode.
## Suggested Next Tests
1. Schedule very low amplitude non-zero audio, e.g. constant `1`, then `256`, then a very quiet sine.
2. Try 16-bit audio output instead of 32-bit if supported.
3. Try `bmdAudioOutputStreamContinuousDontResample`.
4. Disable external keying and test with non-zero audio.
5. Build/run the SDK `SignalGenerator` or `InputLoopThrough` sample on the same DeckLink device, video mode, and SDI output path with non-zero embedded audio.
6. Add instrumentation for DeckLink status/errors around scheduled video/audio completion.
7. Confirm Desktop Video setup panel audio/SDI settings for the selected output.
## Current Config At Time Of Note
```json
"audioEnabled": true,
"audioOutputEnabled": true,
"audioScheduleEnabled": true,
"audioPrerollEnabled": true,
"audioScheduleSilence": false,
"audioScheduleTone": false
```