Use GetGlobalTimeNs as opposed to clock ticks
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@ -252,8 +252,7 @@ void SinkStream::ProcessAudioOutAndRender(std::span<s16> output_buffer, std::siz
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{
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std::scoped_lock lk{sample_count_lock};
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last_sample_count_update_time =
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Core::Timing::CyclesToUs(system.CoreTiming().GetClockTicks());
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last_sample_count_update_time = system.CoreTiming().GetGlobalTimeNs();
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min_played_sample_count = max_played_sample_count;
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max_played_sample_count += actual_frames_written;
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}
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@ -261,7 +260,7 @@ void SinkStream::ProcessAudioOutAndRender(std::span<s16> output_buffer, std::siz
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u64 SinkStream::GetExpectedPlayedSampleCount() {
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std::scoped_lock lk{sample_count_lock};
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auto cur_time{Core::Timing::CyclesToUs(system.CoreTiming().GetClockTicks())};
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auto cur_time{system.CoreTiming().GetGlobalTimeNs()};
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auto time_delta{cur_time - last_sample_count_update_time};
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auto exp_played_sample_count{min_played_sample_count +
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(TargetSampleRate * time_delta) / std::chrono::seconds{1}};
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@ -246,7 +246,7 @@ private:
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/// Maximum number of total samples that can be played since the last callback
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u64 max_played_sample_count{};
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/// The time the two above tracking variables were last written to
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std::chrono::microseconds last_sample_count_update_time{};
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std::chrono::nanoseconds last_sample_count_update_time{};
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/// Set by the audio render/in/out system which uses this stream
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f32 system_volume{1.0f};
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/// Set via IAudioDevice service calls
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