Mercurial > mplayer.hg
view osdep/timer-win2.c @ 24900:9079c9745ff9
A/V sync: take audio filter buffers into account
Substract the delay caused by filter buffering when calculating
currently playing audio position. This matters for af_scaletempo which
buffers significant and varying amounts of data. For other current
filters the effect is normally insignificant.
Instead of the old time-based filter delay field (which was ignored)
this version stores the per-filter delay in units of bytes input read
without corresponding output. This allows the current scaletempo
behavior where other filters before and after it can see the same
nominal samplerate even though the real duration of the data varies;
in this case the other filters can not know the delay they're causing
in terms of real time.
author | uau |
---|---|
date | Thu, 01 Nov 2007 06:52:50 +0000 |
parents | f9755d9c479a |
children | 8df85ad26746 |
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// Precise timer routines for WINDOWS #include <windows.h> #include <mmsystem.h> #include "timer.h" const char *timer_name = "Windows native"; // Returns current time in microseconds unsigned int GetTimer(){ return timeGetTime() * 1000; } // Returns current time in milliseconds unsigned int GetTimerMS(){ return timeGetTime() ; } int usec_sleep(int usec_delay){ // Sleep(0) won't sleep for one clocktick as the unix usleep // instead it will only make the thread ready // it may take some time until it actually starts to run again if(usec_delay<1000)usec_delay=1000; Sleep( usec_delay/1000); return 0; } static DWORD RelativeTime = 0; float GetRelativeTime(){ DWORD t, r; t = GetTimer(); r = t - RelativeTime; RelativeTime = t; return (float) r *0.000001F; } void InitTimer(){ GetRelativeTime(); }