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Fix sleep time calculation to change when the project profile is changed (big bug), and add some additional logging/debugging statements
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@@ -59,10 +59,10 @@ namespace openshot
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using ms = std::chrono::milliseconds;
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using double_ms = std::chrono::duration<double, ms::period>;
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// Calculate on-screen time for a single frame in milliseconds
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const auto frame_duration = double_ms(1000.0 / reader->info.fps.ToDouble());
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while (!threadShouldExit()) {
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// Calculate on-screen time for a single frame in milliseconds
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const auto frame_duration = double_ms(1000.0 / reader->info.fps.ToDouble());
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// Get the start time (to track how long a frame takes to render)
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const auto time1 = std::chrono::high_resolution_clock::now();
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@@ -111,6 +111,7 @@ namespace openshot
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ZmqLogger::Instance()->AppendDebugMethod("PlayerPrivate::run (determine sleep)", "video_frame_diff", video_frame_diff, "video_position", video_position, "audio_position", audio_position, "speed", speed, "render_time(ms)", render_time.count(), "sleep_time(ms)", sleep_time.count());
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// Adjust drift (if more than a few frames off between audio and video)
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std::cout << "VD: " << video_frame_diff << std::endl;
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if (video_frame_diff > 0 && reader->info.has_audio && reader->info.has_video) {
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// Since the audio and video threads are running independently,
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// they will quickly get out of sync. To fix this, we calculate
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@@ -119,11 +120,13 @@ namespace openshot
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// If a frame is ahead of the audio, we sleep for longer.
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// If a frame is behind the audio, we sleep less (or not at all),
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// in order for the video to catch up.
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std::cout << "D: " << duration_cast<ms>(video_frame_diff * frame_duration).count() << std::endl;
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sleep_time += duration_cast<ms>(video_frame_diff * frame_duration);
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}
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else if (video_frame_diff < -10 && reader->info.has_audio && reader->info.has_video) {
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// Skip frame(s) to catch up to the audio (if more than 10 frames behind)
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std::cout << "L: " << std::fabs(video_frame_diff) / 2 << std::endl;
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video_position += std::fabs(video_frame_diff) / 2; // Seek forward 1/2 the difference
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sleep_time = sleep_time.zero(); // Don't sleep now... immediately go to next position
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}
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@@ -77,10 +77,9 @@ namespace openshot
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using ms = std::chrono::milliseconds;
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using double_ms = std::chrono::duration<double, ms::period>;
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// Calculate on-screen time for a single frame in milliseconds
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const auto frame_duration = double_ms(1000.0 / reader->info.fps.ToDouble());
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while (!threadShouldExit() && is_playing) {
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// Calculate on-screen time for a single frame in milliseconds
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const auto frame_duration = double_ms(1000.0 / reader->info.fps.ToDouble());
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// Cache frames before the other threads need them
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// Cache frames up to the max frames. Reset to current position
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