I want to play real-time sounds responding with no appreciable lag to user interaction.
To have low latency I have to send small chunks of pcm data. What I am doing:
QAudioFormat format;
format.setSampleRate(22050);
format.setChannelCount(1);
format.setSampleSize(16);
format.setCodec("audio/pcm");
format.setByteOrder(QAudioFormat::LittleEndian);
format.setSampleType(QAudioFormat::SignedInt);
QAudioDeviceInfo info(QAudioDeviceInfo::defaultOutputDevice());
if (!info.isFormatSupported(format)) {
qWarning()<<"raw audio format not supported by backend, cannot play audio.";
return;
}
qAudioOutput = new QAudioOutput(format, NULL);
qAudioDevice=qAudioOutput->start();
and later
void Enqueue(TYPESAMPLEPCM *data,int countBytes){
while(qAudioOutput->bytesFree()<countBytes){
Sleep(1);
}
qAudioDevice->write((char *)data,countBytes);
}
The chunks of data are 256 bytes (128 samples that would give "granularity" of around 6 milliseconds.
Enqueue is called from a loop in a thread with high priority that provides the data chunks. There's no latency there as the speed it calls Enqueue is by far faster than rendering the audio data.
But it looks to me there's a buffer underrun situation because the sound plays but with kind of a "crackling" regular noise.
If I raise the chunk size to 256 samples the problem almost disappears. Only some crackling at the beginning (?)
The platform is Windows and Qt 5.3.
Is that the right procedure or I am missing something?
Enqueue
used? Who calls it? – UmNyobeSleep(1)
? please edit – UmNyobe