Audio experiments
This commit is contained in:
@@ -44,6 +44,7 @@
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#include "OscServer.h"
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#include <algorithm>
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#include <chrono>
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#include <cstdint>
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#include <cstring>
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#include <cctype>
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@@ -51,6 +52,7 @@
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#include <set>
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#include <sstream>
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#include <string>
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#include <thread>
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#include <vector>
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#include <initguid.h>
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@@ -66,6 +68,8 @@ constexpr GLuint kPackedVideoTextureUnit = 2;
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constexpr GLuint kGlobalParamsBindingPoint = 0;
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constexpr unsigned kVideoPrerollFrameCount = 5;
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constexpr unsigned kAudioOutputWaterLevelSampleFrames = kAudioSampleRate / 2;
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constexpr unsigned kAudioScheduleChunkSampleFrames = kAudioSampleRate / 100;
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constexpr unsigned kDeckLinkOutputAudioChannelCount = 16;
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#ifndef GL_RGBA32F
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#define GL_RGBA32F 0x8814
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@@ -325,7 +329,7 @@ OpenGLComposite::OpenGLComposite(HWND hWnd, HDC hDC, HGLRC hRC) :
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mDLInput(NULL), mDLOutput(NULL), mDLInputConfiguration(NULL), mDLKeyer(NULL),
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mPlayoutAllocator(NULL),
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mTotalPlayoutFrames(0),
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mNextAudioSampleFrame(0),
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mAudioOutputSampleTime(0),
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mInputFrameWidth(0), mInputFrameHeight(0),
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mOutputFrameWidth(0), mOutputFrameHeight(0),
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mInputDisplayModeName("1080p59.94"),
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@@ -358,7 +362,14 @@ OpenGLComposite::OpenGLComposite(HWND hWnd, HDC hDC, HGLRC hRC) :
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mViewWidth(0),
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mViewHeight(0),
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mAudioEnabled(false),
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mAudioOutputEnabled(false),
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mAudioScheduleEnabled(false),
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mAudioPrerollEnabled(false),
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mAudioScheduleSilence(false),
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mAudioScheduleTone(false),
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mAudioPrerolling(false),
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mAudioSchedulerRunning(false),
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mPlayoutCallbackActive(false),
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mTemporalHistoryNeedsReset(true)
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{
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InitializeCriticalSection(&pMutex);
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@@ -369,6 +380,11 @@ OpenGLComposite::OpenGLComposite(HWND hWnd, HDC hDC, HGLRC hRC) :
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OpenGLComposite::~OpenGLComposite()
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{
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mAudioSchedulerRunning.store(false);
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mAudioPacketQueued.notify_all();
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if (mAudioSchedulerThread.joinable())
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mAudioSchedulerThread.join();
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// Cleanup for Capture
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if (mDLInput != NULL)
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{
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@@ -638,6 +654,11 @@ bool OpenGLComposite::InitDeckLink()
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if (! CheckOpenGLExtensions())
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goto error;
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if (mAudioOutputEnabled)
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{
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mFastTransferExtensionAvailable = false;
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OutputDebugStringA("Audio output enabled; using DeckLink-owned output video frames for SDI stability.\n");
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}
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if (mInputFrameWidth != mOutputFrameWidth || mInputFrameHeight != mOutputFrameHeight)
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{
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mFastTransferExtensionAvailable = false;
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@@ -689,6 +710,11 @@ bool OpenGLComposite::InitDeckLink()
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}
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mAudioEnabled = mRuntimeHost ? mRuntimeHost->AudioEnabled() : true;
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mAudioOutputEnabled = mAudioEnabled && (mRuntimeHost ? mRuntimeHost->AudioOutputEnabled() : true);
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mAudioScheduleEnabled = mAudioOutputEnabled && (mRuntimeHost ? mRuntimeHost->AudioScheduleEnabled() : true);
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mAudioPrerollEnabled = mAudioScheduleEnabled && (mRuntimeHost ? mRuntimeHost->AudioPrerollEnabled() : true);
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mAudioScheduleSilence = mAudioScheduleEnabled && (mRuntimeHost ? mRuntimeHost->AudioScheduleSilence() : false);
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mAudioScheduleTone = mAudioScheduleEnabled && (mRuntimeHost ? mRuntimeHost->AudioScheduleTone() : false);
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if (mAudioEnabled)
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{
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if (mDLInput->QueryInterface(IID_IDeckLinkConfiguration, (void**)&mDLInputConfiguration) == S_OK && mDLInputConfiguration != NULL)
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@@ -721,11 +747,10 @@ bool OpenGLComposite::InitDeckLink()
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if (mDLOutput->EnableVideoOutput(outputDisplayMode, bmdVideoOutputFlagDefault) != S_OK)
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goto error;
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if (mAudioEnabled && mDLOutput->EnableAudioOutput(bmdAudioSampleRate48kHz, bmdAudioSampleType32bitInteger, kAudioChannelCount, bmdAudioOutputStreamTimestamped) != S_OK)
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if (mAudioOutputEnabled && mDLOutput->EnableAudioOutput(bmdAudioSampleRate48kHz, bmdAudioSampleType32bitInteger, kDeckLinkOutputAudioChannelCount, bmdAudioOutputStreamContinuous) != S_OK)
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{
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OutputDebugStringA("Could not enable DeckLink audio output; continuing without audio.\n");
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mDLInput->DisableAudioInput();
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mAudioEnabled = false;
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mAudioOutputEnabled = false;
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}
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if (mDLOutput->QueryInterface(IID_IDeckLinkKeyer, (void**)&mDLKeyer) == S_OK && mDLKeyer != NULL)
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@@ -778,6 +803,13 @@ bool OpenGLComposite::InitDeckLink()
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// 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
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// panel or turn on the bmdDeckLinkConfig444SDIVideoOutput flag using the IDeckLinkConfiguration interface.
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IDeckLinkMutableVideoFrame* outputFrame;
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if (mAudioOutputEnabled)
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{
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if (mDLOutput->CreateVideoFrame(mOutputFrameWidth, mOutputFrameHeight, outputFrameRowBytes, bmdFormat8BitBGRA, bmdFrameFlagFlipVertical, &outputFrame) != S_OK)
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goto error;
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}
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else
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{
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IDeckLinkVideoBuffer* outputFrameBuffer = NULL;
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if (mPlayoutAllocator->AllocateVideoBuffer(&outputFrameBuffer) != S_OK)
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@@ -785,6 +817,10 @@ bool OpenGLComposite::InitDeckLink()
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if (mDLOutput->CreateVideoFrameWithBuffer(mOutputFrameWidth, mOutputFrameHeight, outputFrameRowBytes, bmdFormat8BitBGRA, bmdFrameFlagFlipVertical, outputFrameBuffer, &outputFrame) != S_OK)
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goto error;
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}
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if (outputFrame == NULL)
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goto error;
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mDLOutputVideoFrameQueue.push_back(outputFrame);
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}
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@@ -796,12 +832,11 @@ bool OpenGLComposite::InitDeckLink()
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if (mDLOutput->SetScheduledFrameCompletionCallback(mPlayoutDelegate) != S_OK)
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goto error;
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if (mAudioEnabled && mDLOutput->SetAudioCallback(mPlayoutDelegate) != S_OK)
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if (mAudioOutputEnabled && mDLOutput->SetAudioCallback(mPlayoutDelegate) != S_OK)
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{
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OutputDebugStringA("Could not set DeckLink audio output callback; continuing without audio.\n");
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mDLInput->DisableAudioInput();
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mDLOutput->DisableAudioOutput();
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mAudioEnabled = false;
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mAudioOutputEnabled = false;
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}
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bSuccess = true;
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@@ -1217,16 +1252,48 @@ void OpenGLComposite::AudioPacketArrived(IDeckLinkAudioInputPacket* audioPacket)
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if (sampleFrameCount <= 0)
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return;
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mAudioDelayBuffer.PushInterleaved(static_cast<const int32_t*>(audioBytes), static_cast<std::size_t>(sampleFrameCount));
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TimestampedAudioPacket packet;
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packet.block.interleavedSamples.assign(
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static_cast<const int32_t*>(audioBytes),
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static_cast<const int32_t*>(audioBytes) + (static_cast<std::size_t>(sampleFrameCount) * kAudioChannelCount));
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if (!mAudioScheduleEnabled)
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{
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AudioAnalysisSnapshot audioAnalysis;
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{
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std::lock_guard<std::mutex> analyzerLock(mAudioAnalyzerMutex);
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audioAnalysis = mAudioAnalyzer.Analyze(packet.block);
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}
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{
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std::lock_guard<std::mutex> audioLock(mAudioStateMutex);
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mAudioAnalysis = audioAnalysis;
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}
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updateAudioStatus();
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return;
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}
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{
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std::lock_guard<std::mutex> audioLock(mAudioStateMutex);
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for (int32_t sample : packet.block.interleavedSamples)
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mAudioSampleQueue.push_back(sample);
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mQueuedAudioSampleFrames += static_cast<unsigned>(sampleFrameCount);
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}
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mAudioPacketQueued.notify_one();
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ScheduleAudioToWaterLevel();
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}
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HRESULT OpenGLComposite::RenderAudioSamples(BOOL preroll)
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{
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if (!mAudioEnabled || !mDLOutput)
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return ScheduleAudioToWaterLevel();
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}
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HRESULT OpenGLComposite::ScheduleAudioToWaterLevel()
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{
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if (!mAudioScheduleEnabled || !mDLOutput)
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return S_OK;
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std::lock_guard<std::mutex> audioLock(mAudioStateMutex);
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if (mPlayoutCallbackActive.load(std::memory_order_acquire))
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return S_FALSE;
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unsigned bufferedSampleFrames = 0;
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if (mDLOutput->GetBufferedAudioSampleFrameCount(&bufferedSampleFrames) != S_OK)
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@@ -1235,24 +1302,88 @@ HRESULT OpenGLComposite::RenderAudioSamples(BOOL preroll)
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return E_FAIL;
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}
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const unsigned delayedSampleFrames = delayedAudioSampleFrames();
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const unsigned waterLevel = kAudioOutputWaterLevelSampleFrames > delayedSampleFrames
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? kAudioOutputWaterLevelSampleFrames
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: delayedSampleFrames;
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if (bufferedSampleFrames >= waterLevel)
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const unsigned audioWaterLevel = static_cast<unsigned>(AudioSampleTimeForVideoFrame(kVideoPrerollFrameCount, mFrameDuration, mFrameTimescale));
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if (bufferedSampleFrames >= audioWaterLevel)
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return S_OK;
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const unsigned requestedSampleFrames = waterLevel - bufferedSampleFrames;
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bool underrun = false;
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AudioFrameBlock audioBlock = mAudioDelayBuffer.Pop(requestedSampleFrames, underrun);
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mAudioAnalysis = mAudioAnalyzer.Analyze(audioBlock);
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TimestampedAudioPacket packet;
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bool poppedCapturedAudio = false;
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{
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std::unique_lock<std::mutex> audioLock(mAudioStateMutex, std::try_to_lock);
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if (!audioLock.owns_lock())
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return S_FALSE;
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const unsigned audioDeficitFrames = audioWaterLevel - bufferedSampleFrames;
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const unsigned requestedFrames = audioDeficitFrames < kAudioScheduleChunkSampleFrames ? audioDeficitFrames : kAudioScheduleChunkSampleFrames;
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if (requestedFrames == 0)
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return S_OK;
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if (mAudioScheduleTone)
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{
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const std::size_t requestedSamples = static_cast<std::size_t>(requestedFrames) * kAudioChannelCount;
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packet.block.interleavedSamples.reserve(requestedSamples);
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for (unsigned frame = 0; frame < requestedFrames; ++frame)
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{
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const double phase = (static_cast<double>(mAudioToneSampleIndex++) * 440.0 * 6.28318530717958647692) / static_cast<double>(kAudioSampleRate);
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const int32_t sample = static_cast<int32_t>(std::sin(phase) * 0.125 * 2147483647.0);
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for (unsigned channel = 0; channel < kAudioChannelCount; ++channel)
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packet.block.interleavedSamples.push_back(sample);
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}
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}
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else if (mAudioScheduleSilence)
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{
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packet.block.interleavedSamples.assign(static_cast<std::size_t>(requestedFrames) * kAudioChannelCount, 0);
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}
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else
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{
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const std::size_t requestedSamples = static_cast<std::size_t>(requestedFrames) * kAudioChannelCount;
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packet.block.interleavedSamples.reserve(requestedSamples);
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while (!mAudioSampleQueue.empty() && packet.block.interleavedSamples.size() < requestedSamples)
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{
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packet.block.interleavedSamples.push_back(mAudioSampleQueue.front());
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mAudioSampleQueue.pop_front();
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}
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if (packet.block.interleavedSamples.size() < requestedSamples)
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{
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mAudioUnderrunCount++;
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packet.block.interleavedSamples.resize(requestedSamples, 0);
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}
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const auto frameCount = static_cast<unsigned>(packet.block.frameCount());
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mQueuedAudioSampleFrames = frameCount <= mQueuedAudioSampleFrames ? mQueuedAudioSampleFrames - frameCount : 0;
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poppedCapturedAudio = true;
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}
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}
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const unsigned sampleFrames = static_cast<unsigned>(packet.block.frameCount());
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if (sampleFrames == 0)
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return S_FALSE;
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std::vector<int32_t> deckLinkAudioSamples(static_cast<std::size_t>(sampleFrames) * kDeckLinkOutputAudioChannelCount, 0);
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for (unsigned frame = 0; frame < sampleFrames; ++frame)
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{
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const std::size_t source = static_cast<std::size_t>(frame) * kAudioChannelCount;
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const std::size_t destination = static_cast<std::size_t>(frame) * kDeckLinkOutputAudioChannelCount;
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deckLinkAudioSamples[destination] = packet.block.interleavedSamples[source];
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deckLinkAudioSamples[destination + 1] = packet.block.interleavedSamples[source + 1];
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}
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if (mPlayoutCallbackActive.load(std::memory_order_acquire))
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{
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std::lock_guard<std::mutex> audioLock(mAudioStateMutex);
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if (poppedCapturedAudio)
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{
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for (auto it = packet.block.interleavedSamples.rbegin(); it != packet.block.interleavedSamples.rend(); ++it)
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mAudioSampleQueue.push_front(*it);
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mQueuedAudioSampleFrames += sampleFrames;
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}
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return S_FALSE;
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}
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unsigned sampleFramesWritten = 0;
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const unsigned sampleFrames = static_cast<unsigned>(audioBlock.frameCount());
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const HRESULT scheduleResult = mDLOutput->ScheduleAudioSamples(
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audioBlock.interleavedSamples.data(),
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HRESULT scheduleResult = mDLOutput->ScheduleAudioSamples(
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deckLinkAudioSamples.data(),
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sampleFrames,
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static_cast<BMDTimeValue>(mNextAudioSampleFrame),
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static_cast<BMDTimeValue>(mAudioOutputSampleTime),
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kAudioSampleRate,
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&sampleFramesWritten);
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@@ -1260,41 +1391,69 @@ HRESULT OpenGLComposite::RenderAudioSamples(BOOL preroll)
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{
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if (sampleFramesWritten == 0 && sampleFrames > 0)
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OutputDebugStringA("DeckLink accepted audio schedule call but wrote 0 sample frames.\n");
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mNextAudioSampleFrame += sampleFramesWritten;
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mAudioOutputSampleTime += sampleFramesWritten;
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AudioFrameBlock analysisBlock = packet.block;
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AudioAnalysisSnapshot audioAnalysis;
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{
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std::lock_guard<std::mutex> analyzerLock(mAudioAnalyzerMutex);
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audioAnalysis = mAudioAnalyzer.Analyze(analysisBlock);
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}
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{
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std::lock_guard<std::mutex> audioLock(mAudioStateMutex);
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mAudioAnalysis = audioAnalysis;
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packet.scheduledOutputSamples = std::move(deckLinkAudioSamples);
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mScheduledAudioPacketRetainQueue.push_back(std::move(packet));
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while (mScheduledAudioPacketRetainQueue.size() > 64)
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mScheduledAudioPacketRetainQueue.pop_front();
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}
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updateAudioStatus();
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}
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else
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{
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OutputDebugStringA("DeckLink ScheduleAudioSamples failed while topping up audio output.\n");
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}
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updateAudioStatus();
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return scheduleResult;
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}
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void OpenGLComposite::AudioSchedulingLoop()
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{
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while (mAudioSchedulerRunning.load())
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{
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ScheduleAudioToWaterLevel();
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std::unique_lock<std::mutex> audioLock(mAudioStateMutex);
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mAudioPacketQueued.wait_for(audioLock, std::chrono::milliseconds(20), [this]()
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{
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return !mAudioSchedulerRunning.load() || !mAudioPacketQueue.empty();
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});
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}
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}
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// Render the live video texture through the runtime shader into the off-screen framebuffer.
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// Read the result back from the frame buffer and schedule it for playout.
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void OpenGLComposite::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult completionResult)
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{
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mPlayoutCallbackActive.store(true, std::memory_order_release);
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EnterCriticalSection(&pMutex);
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auto leavePlayoutCallback = [this]()
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{
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mPlayoutCallbackActive.store(false, std::memory_order_release);
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LeaveCriticalSection(&pMutex);
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};
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// Get the first frame from the queue
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IDeckLinkMutableVideoFrame* outputVideoFrame = mDLOutputVideoFrameQueue.front();
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mDLOutputVideoFrameQueue.push_back(outputVideoFrame);
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mDLOutputVideoFrameQueue.pop_front();
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if (!completedFrame)
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{
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leavePlayoutCallback();
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return;
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}
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IDeckLinkVideoFrame* outputVideoFrame = completedFrame;
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// make GL context current in this thread
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wglMakeCurrent( hGLDC, hGLRC );
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if (mAudioEnabled)
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{
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AudioAnalysisSnapshot audioAnalysis;
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{
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std::lock_guard<std::mutex> audioLock(mAudioStateMutex);
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audioAnalysis = mAudioAnalysis;
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}
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updateAudioDataTexture(audioAnalysis);
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}
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// Draw the effect output to the off-screen framebuffer.
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const auto renderStartTime = std::chrono::steady_clock::now();
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if (mFastTransferExtensionAvailable)
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@@ -1323,14 +1482,14 @@ void OpenGLComposite::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame,
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IDeckLinkVideoBuffer* outputVideoFrameBuffer;
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if (outputVideoFrame->QueryInterface(IID_IDeckLinkVideoBuffer, (void**)&outputVideoFrameBuffer) != S_OK)
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{
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LeaveCriticalSection(&pMutex);
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leavePlayoutCallback();
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return;
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}
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if (outputVideoFrameBuffer->StartAccess(bmdBufferAccessWrite) != S_OK)
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{
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outputVideoFrameBuffer->Release();
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LeaveCriticalSection(&pMutex);
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leavePlayoutCallback();
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return;
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}
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@@ -1371,22 +1530,21 @@ void OpenGLComposite::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame,
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wglMakeCurrent( NULL, NULL );
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LeaveCriticalSection(&pMutex);
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leavePlayoutCallback();
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}
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bool OpenGLComposite::Start()
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{
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mTotalPlayoutFrames = 0;
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initializeAudioDelay();
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if (mAudioEnabled)
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if (mAudioPrerollEnabled)
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{
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mDLOutput->FlushBufferedAudioSamples();
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if (mDLOutput->BeginAudioPreroll() != S_OK)
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{
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OutputDebugStringA("Could not begin DeckLink audio preroll; continuing without audio.\n");
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mDLInput->DisableAudioInput();
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mDLOutput->DisableAudioOutput();
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mAudioEnabled = false;
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mAudioOutputEnabled = false;
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}
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else
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{
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@@ -1426,26 +1584,37 @@ bool OpenGLComposite::Start()
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mTotalPlayoutFrames++;
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}
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if (mAudioEnabled)
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RenderAudioSamples(TRUE);
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if (mDLInput->StartStreams() != S_OK)
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{
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return false;
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}
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if (mAudioPrerolling)
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{
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const unsigned audioWaterLevel = static_cast<unsigned>(AudioSampleTimeForVideoFrame(kVideoPrerollFrameCount, mFrameDuration, mFrameTimescale));
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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)
|
||||
{
|
||||
OutputDebugStringA("Could not end DeckLink audio preroll; continuing without audio.\n");
|
||||
mDLInput->DisableAudioInput();
|
||||
mDLOutput->DisableAudioOutput();
|
||||
mAudioEnabled = false;
|
||||
mAudioOutputEnabled = false;
|
||||
mAudioScheduleEnabled = false;
|
||||
}
|
||||
mAudioPrerolling = false;
|
||||
}
|
||||
|
||||
if (mDLInput->StartStreams() != S_OK)
|
||||
return false;
|
||||
|
||||
if (mDLOutput->StartScheduledPlayback(0, mFrameTimescale, 1.0) != S_OK)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -1475,6 +1644,11 @@ bool OpenGLComposite::Stop()
|
||||
}
|
||||
}
|
||||
|
||||
mAudioSchedulerRunning.store(false);
|
||||
mAudioPacketQueued.notify_all();
|
||||
if (mAudioSchedulerThread.joinable())
|
||||
mAudioSchedulerThread.join();
|
||||
|
||||
mDLInput->StopStreams();
|
||||
mDLInput->DisableVideoInput();
|
||||
if (mAudioEnabled)
|
||||
@@ -1485,7 +1659,7 @@ bool OpenGLComposite::Stop()
|
||||
mDLOutput->SetScheduledFrameCompletionCallback(NULL);
|
||||
mDLOutput->DisableVideoOutput();
|
||||
mAudioPrerolling = false;
|
||||
if (mAudioEnabled)
|
||||
if (mAudioOutputEnabled)
|
||||
mDLOutput->DisableAudioOutput();
|
||||
|
||||
return true;
|
||||
@@ -2260,28 +2434,31 @@ void OpenGLComposite::broadcastRuntimeState()
|
||||
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()
|
||||
{
|
||||
std::lock_guard<std::mutex> audioLock(mAudioStateMutex);
|
||||
mAudioAnalyzer.Reset();
|
||||
mAudioAnalysis = AudioAnalysisSnapshot();
|
||||
mAudioDelayBuffer.Reset(delayedAudioSampleFrames());
|
||||
mNextAudioSampleFrame = 0;
|
||||
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;
|
||||
std::lock_guard<std::mutex> analyzerLock(mAudioAnalyzerMutex);
|
||||
mAudioAnalyzer.Reset();
|
||||
}
|
||||
{
|
||||
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();
|
||||
}
|
||||
|
||||
void OpenGLComposite::updateAudioDataTexture(const AudioAnalysisSnapshot& analysis)
|
||||
@@ -2303,8 +2480,8 @@ void OpenGLComposite::updateAudioStatus()
|
||||
|
||||
AudioStatusSnapshot status;
|
||||
status.enabled = mAudioEnabled;
|
||||
status.bufferedSampleFrames = mAudioDelayBuffer.BufferedSampleFrames();
|
||||
status.underrunCount = mAudioDelayBuffer.UnderrunCount();
|
||||
status.bufferedSampleFrames = mQueuedAudioSampleFrames;
|
||||
status.underrunCount = mAudioUnderrunCount;
|
||||
status.analysis = mAudioAnalysis;
|
||||
mRuntimeHost->SetAudioStatus(status);
|
||||
}
|
||||
|
||||
@@ -57,11 +57,13 @@
|
||||
#include "RuntimeHost.h"
|
||||
|
||||
#include <atomic>
|
||||
#include <condition_variable>
|
||||
#include <cstdint>
|
||||
#include <functional>
|
||||
#include <map>
|
||||
#include <memory>
|
||||
#include <mutex>
|
||||
#include <thread>
|
||||
#include <vector>
|
||||
#include <deque>
|
||||
|
||||
@@ -101,6 +103,8 @@ public:
|
||||
void VideoFrameArrived(IDeckLinkVideoInputFrame* inputFrame, bool hasNoInputSource);
|
||||
void AudioPacketArrived(IDeckLinkAudioInputPacket* audioPacket);
|
||||
HRESULT RenderAudioSamples(BOOL preroll);
|
||||
HRESULT ScheduleAudioToWaterLevel();
|
||||
void AudioSchedulingLoop();
|
||||
void PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult result);
|
||||
|
||||
private:
|
||||
@@ -124,7 +128,7 @@ private:
|
||||
BMDTimeValue mFrameDuration;
|
||||
BMDTimeScale mFrameTimescale;
|
||||
unsigned mTotalPlayoutFrames;
|
||||
uint64_t mNextAudioSampleFrame;
|
||||
uint64_t mAudioOutputSampleTime;
|
||||
unsigned mInputFrameWidth;
|
||||
unsigned mInputFrameHeight;
|
||||
unsigned mOutputFrameWidth;
|
||||
@@ -166,11 +170,34 @@ private:
|
||||
std::unique_ptr<ControlServer> mControlServer;
|
||||
std::unique_ptr<OscServer> mOscServer;
|
||||
bool mAudioEnabled;
|
||||
bool mAudioOutputEnabled;
|
||||
bool mAudioScheduleEnabled;
|
||||
bool mAudioPrerollEnabled;
|
||||
bool mAudioScheduleSilence;
|
||||
bool mAudioScheduleTone;
|
||||
bool mAudioPrerolling;
|
||||
std::atomic<bool> mAudioSchedulerRunning;
|
||||
std::atomic<bool> mPlayoutCallbackActive;
|
||||
std::thread mAudioSchedulerThread;
|
||||
std::mutex mAudioStateMutex;
|
||||
AudioDelayBuffer mAudioDelayBuffer;
|
||||
std::mutex mAudioAnalyzerMutex;
|
||||
AudioAnalyzer mAudioAnalyzer;
|
||||
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
|
||||
{
|
||||
@@ -224,8 +251,7 @@ private:
|
||||
bool PollRuntimeChanges();
|
||||
void broadcastRuntimeState();
|
||||
void initializeAudioDelay();
|
||||
unsigned delayedAudioSampleFrames() const;
|
||||
AudioFrameBlock popAudioForVideoFrame(uint64_t videoFrameIndex);
|
||||
BMDTimeValue delayedAudioStreamTime() const;
|
||||
void updateAudioDataTexture(const AudioAnalysisSnapshot& analysis);
|
||||
void updateAudioStatus();
|
||||
bool updateGlobalParamsBuffer(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength);
|
||||
|
||||
@@ -1191,6 +1191,16 @@ bool RuntimeHost::LoadConfig(std::string& error)
|
||||
mConfig.enableExternalKeying = enableExternalKeyingValue->asBoolean(mConfig.enableExternalKeying);
|
||||
if (const JsonValue* audioEnabledValue = configJson.find("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"))
|
||||
mConfig.audioChannelCount = static_cast<unsigned>(audioChannelCountValue->asNumber(static_cast<double>(mConfig.audioChannelCount)));
|
||||
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("enableExternalKeying", JsonValue(mConfig.enableExternalKeying));
|
||||
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("audioSampleRate", JsonValue(static_cast<double>(mConfig.audioSampleRate)));
|
||||
app.set("audioDelayMode", JsonValue(mConfig.audioDelayMode));
|
||||
|
||||
@@ -54,6 +54,11 @@ public:
|
||||
unsigned GetMaxTemporalHistoryFrames() const { return mConfig.maxTemporalHistoryFrames; }
|
||||
bool ExternalKeyingEnabled() const { return mConfig.enableExternalKeying; }
|
||||
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 AudioSampleRate() const { return mConfig.audioSampleRate; }
|
||||
const std::string& GetInputVideoFormat() const { return mConfig.inputVideoFormat; }
|
||||
@@ -73,6 +78,11 @@ private:
|
||||
unsigned maxTemporalHistoryFrames = 4;
|
||||
bool enableExternalKeying = false;
|
||||
bool audioEnabled = true;
|
||||
bool audioOutputEnabled = true;
|
||||
bool audioScheduleEnabled = true;
|
||||
bool audioPrerollEnabled = true;
|
||||
bool audioScheduleSilence = false;
|
||||
bool audioScheduleTone = false;
|
||||
unsigned audioChannelCount = kAudioChannelCount;
|
||||
unsigned audioSampleRate = kAudioSampleRate;
|
||||
std::string audioDelayMode = "matchVideoPreroll";
|
||||
|
||||
@@ -9,6 +9,11 @@
|
||||
"autoReload": true,
|
||||
"maxTemporalHistoryFrames": 12,
|
||||
"audioEnabled": true,
|
||||
"audioOutputEnabled": true,
|
||||
"audioScheduleEnabled": true,
|
||||
"audioPrerollEnabled": true,
|
||||
"audioScheduleSilence": false,
|
||||
"audioScheduleTone": false,
|
||||
"audioChannelCount": 2,
|
||||
"audioSampleRate": 48000,
|
||||
"audioDelayMode": "matchVideoPreroll",
|
||||
|
||||
406
docs/AUDIO_TEARING_INVESTIGATION.md
Normal file
406
docs/AUDIO_TEARING_INVESTIGATION.md
Normal 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 app’s 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
|
||||
```
|
||||
Reference in New Issue
Block a user