Simple Directmedia Layer
Go to file
Ryan C. Gordon 4c2be47207 wasapi: Improve WASAPI audio backend latency (thanks, Anthony!).
Anthony Pesch's notes on his patch:

"Currently, the WASAPI backend creates a stream in shared mode and sets the
device's callback size to be half of the shared stream's total buffer size.

This works, but doesn't coordinate will with the actual hardware. The hardware
will raise an interrupt after every period which in turn will signal the
object being waited on inside of WaitDevice. From my empirical testing, the
callback size was often larger than the period size and not a multiple of it,
which resulted in poor latency when trying to time an application based on the
audio callback. The reason for this looked something like:

* The device's callback would be called and and the audio buffer was filled.
* WaitDevice would be called.
* The hardware would raise an interrupt after one period.
* WaitDevice would resume, see that a a full callback had not been played and
  then wait again.
* The hardware would raise an interrupt after another period.
* WaitDevice would resume, see that a full callback + some extra amount had
  been played and then it would again call our callback and this process would
  repeat.

The effect of this is that the pacing between subsequent callbacks is poor -
sometimes it's called very quickly, sometimes it's called very late.

By matching the callback's size to the stream's period size, the pacing of
calls to the user callback is improved substantially. I didn't write an actual
test for this, but my use case for this was my Dreamcast emulator
(https://redream.io) which uses the audio callback to help drive the emulation
speed. Without this change and with the default shared stream buffer (which
has a period of ~10ms) I would get frame times that were between ~3-30
milliseconds; after this change I get frame times of ~11-22 milliseconds.

Note, this patch also has a change that removes passing a duration to the
Initialize call. It seems that the default duration used (when 0 is passed)
does typically match up with the duration returned by GetDevicePeriod, however
the Initialize docs say:

> To set the buffer to the minimum size required by the engine thread, the
> client should call Initialize with the hnsBufferDuration parameter set to 0.
> Following the Initialize call, the client can get the size of the resulting
> buffer by calling IAudioClient::GetBufferSize.

This change isn't strictly required, but I made it to hopefully rule out
another source of unexpected latency."

Fixes Bugzilla #4592.
2020-04-07 14:37:24 -04:00
acinclude Added missing PKG_CONFIG macros 2019-03-16 17:39:15 -07:00
android-project Fixed java.lang.NullPointerException: Attempt to invoke virtual method 'android.view.WindowManager android.app.Activity.getWindowManager()' on a null object reference 2020-03-05 08:43:16 -08:00
android-project-ant
build-scripts Fixed build warning when using mingw-64 - the SDL code doesn't have any undefined symbols 2020-03-20 20:40:14 -07:00
cmake configure: Remove wayland-protocols check from configure and CMake scripts. 2020-04-01 13:43:53 -04:00
debian Backed out changeset 51622f74dc85 2020-03-10 18:35:31 -07:00
docs CMake: tabs to spaces in new parts of README-cmake.md 2019-09-23 18:30:22 -04:00
include Updated documentation so people know to set the SDL_HINT_NO_SIGNAL_HANDLERS hint before SDL_Init() 2020-03-20 15:55:02 -07:00
src wasapi: Improve WASAPI audio backend latency (thanks, Anthony!). 2020-04-07 14:37:24 -04:00
test Fixed bug 5072 - Test resources missing when building with SDL_TEST and CMake 2020-04-05 08:46:59 -07:00
VisualC Fixed bug 4477 - Support more than 4 XInput-capable devices on Windows 2020-03-16 12:23:38 -07:00
VisualC-WinRT virtual joysticks: MSVC support part 2/2, add file refs to MSVC projects (bug 5028) 2020-03-15 16:01:19 -04:00
visualtest test: unify all the command line usage logging. 2019-05-28 17:39:13 -04:00
wayland-protocols
Xcode virtual joysticks: MSVC support part 1/2, make driver's .c file be uniquely named 2020-03-15 15:05:36 -04:00
Xcode-iOS iOS: fixed bug whereby some SDL testing apps weren't launching 2020-03-23 14:54:31 -04:00
.hgignore Fixed bug 4965 - Update the .hgignore file 2020-02-03 16:38:07 -08:00
Android.mk There are lots of unused macros in the Steam controller code 2020-01-29 20:09:12 -08:00
autogen.sh
BUGS.txt
cmake_uninstall.cmake.in
CMakeLists.txt Fixed bug 5028 - Virtual Joysticks (new joystick backend) 2020-03-13 19:08:45 -07:00
configure configure: Remove wayland-protocols check from configure and CMake scripts. 2020-04-01 13:43:53 -04:00
configure.ac configure.ac: Fix stupid autotools errors 2020-04-07 13:49:19 -04:00
COPYING.txt Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
CREDITS.txt
INSTALL.txt
Makefile.in Fixed warning building version.rc using mingw-64 2020-03-20 20:33:26 -07:00
Makefile.minimal
Makefile.os2 Backed out changeset 51622f74dc85 2020-03-10 18:35:31 -07:00
Makefile.pandora
Makefile.psp added SDL_strtokr() as a replacement for POSIX strtok_r (bug #4046.) 2019-11-20 20:40:50 +03:00
Makefile.wiz
README-SDL.txt
README.txt
sdl2-config-version.cmake.in cmake: Forgot to add this file to revision control. 2020-02-25 14:52:03 -05:00
sdl2-config.cmake.in Fix shared library suffix on OSX 2020-03-17 08:46:34 +01:00
sdl2-config.in
sdl2.m4 Fixed bug 4544 - SDL2.m4 SDL2.framework patch made it impossible to fail detection 2019-03-16 18:45:10 -07:00
sdl2.pc.in
SDL2.spec.in Fixed bug 4615 - RPM Build fails due to unpackaged files 2019-06-11 19:58:10 -07:00
SDL2Config.cmake
TODO.txt
VisualC.html
WhatsNew.txt Updated WhatsNew.txt with SDL 2.0.12 release notes 2020-03-02 11:39:44 -08:00

                         Simple DirectMedia Layer

                                  (SDL)

                                Version 2.0

---
https://www.libsdl.org/

Simple DirectMedia Layer is a cross-platform development library designed
to provide low level access to audio, keyboard, mouse, joystick, and graphics
hardware via OpenGL and Direct3D. It is used by video playback software,
emulators, and popular games including Valve's award winning catalog
and many Humble Bundle games.

More extensive documentation is available in the docs directory, starting
with README.md

Enjoy!
	Sam Lantinga				(slouken@libsdl.org)