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Add some explicit latency to sample count reporting
Some games have very tight scheduling requirements for their audio which can't really be matched on the host, adding a constant to the reported value helps to provide some leeway.
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@ -266,7 +266,8 @@ u64 SinkStream::GetExpectedPlayedSampleCount() {
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auto exp_played_sample_count{min_played_sample_count +
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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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(TargetSampleRate * time_delta) / std::chrono::seconds{1}};
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return std::min<u64>(exp_played_sample_count, max_played_sample_count);
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// Add 15ms of latency in sample reporting to allow for some leeway in scheduler timings
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return std::min<u64>(exp_played_sample_count, max_played_sample_count) + TargetSampleCount * 3;
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}
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}
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void SinkStream::WaitFreeSpace() {
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void SinkStream::WaitFreeSpace() {
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