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authorwm4 <wm4@nowhere>2015-11-13 22:51:39 +0100
committerwm4 <wm4@nowhere>2015-11-13 22:51:39 +0100
commit70d46a9fb88fc520029d888c0e01e682fed4eb70 (patch)
tree92fda727713ebbc5d452f05e32b255d5cca0a9d7 /player/core.h
parentc362c3d7ae85ac65e5e87004d33775f3cb291498 (diff)
downloadmpv-70d46a9fb88fc520029d888c0e01e682fed4eb70.tar.bz2
mpv-70d46a9fb88fc520029d888c0e01e682fed4eb70.tar.xz
player: try to compensate actual audio drift
We always let audio slowly desync until a threshold is reached, and then pushed it back by applying a maximum compensation speed. Refine what comes afterwards: instead of playing with the nominal video speed, use the actual required audio speed for keeping sync as measured by the A/V difference. (The "actual" speed is the ideal speed with A/V differences added.) Although this works in theory, it's somewhat questionable how much this works in practice. The ideal time value is actually not exact, but is the time at which the frame is scheduled (could be compensated by using the time_left calculations in handle_display_sync_frame()). It doesn't account for speed changes or catastrophic discontinuities. It uses only 10 past frames.
Diffstat (limited to 'player/core.h')
-rw-r--r--player/core.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/player/core.h b/player/core.h
index ed433b098c..c46147679f 100644
--- a/player/core.h
+++ b/player/core.h
@@ -99,6 +99,7 @@ struct frame_info {
double pts;
double duration; // PTS difference to next frame
double approx_duration; // possibly fixed/smoothed out duration
+ double av_diff; // A/V diff at time of scheduling
int num_vsyncs; // scheduled vsyncs, if using display-sync
};