PulseAudio: Remove get_latency() caching
This commit is contained in:
parent
eb4301b941
commit
9e844cc0c8
|
@ -132,7 +132,7 @@
|
|||
<method name="get_output_latency" qualifiers="const">
|
||||
<return type="float" />
|
||||
<description>
|
||||
Returns the audio driver's output latency.
|
||||
Returns the audio driver's output latency. This can be expensive, it is not recommended to call this every frame.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_speaker_mode" qualifiers="const">
|
||||
|
|
|
@ -192,7 +192,7 @@
|
|||
Number of islands in the 3D physics engine. [i]Lower is better.[/i]
|
||||
</constant>
|
||||
<constant name="AUDIO_OUTPUT_LATENCY" value="23" enum="Monitor">
|
||||
Output latency of the [AudioServer]. [i]Lower is better.[/i]
|
||||
Output latency of the [AudioServer]. Equivalent to calling [method AudioServer.get_output_latency], it is not recommended to call this every frame.
|
||||
</constant>
|
||||
<constant name="NAVIGATION_ACTIVE_MAPS" value="24" enum="Monitor">
|
||||
Number of active navigation maps in the [NavigationServer3D]. This also includes the two empty default navigation maps created by World2D and World3D.
|
||||
|
|
|
@ -370,27 +370,24 @@ Error AudioDriverPulseAudio::init() {
|
|||
}
|
||||
|
||||
float AudioDriverPulseAudio::get_latency() {
|
||||
if (latency == 0) { //only do this once since it's approximate anyway
|
||||
lock();
|
||||
|
||||
pa_usec_t palat = 0;
|
||||
pa_usec_t pa_lat = 0;
|
||||
if (pa_stream_get_state(pa_str) == PA_STREAM_READY) {
|
||||
int negative = 0;
|
||||
|
||||
if (pa_stream_get_latency(pa_str, &palat, &negative) >= 0) {
|
||||
if (pa_stream_get_latency(pa_str, &pa_lat, &negative) >= 0) {
|
||||
if (negative) {
|
||||
palat = 0;
|
||||
pa_lat = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (palat > 0) {
|
||||
latency = double(palat) / 1000000.0;
|
||||
if (pa_lat > 0) {
|
||||
latency = double(pa_lat) / 1000000.0;
|
||||
}
|
||||
|
||||
unlock();
|
||||
}
|
||||
|
||||
return latency;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue