Reputation: 502
Can anyone give me a concise explanation of how and why DirectShow DirectSound Audio Renderer will adjust the rate when I have my custom capture filter that does not expose a clock?
I cannot make any sense of it at all. When audio starts, I assign a rtStart of zero plus the duration of the sample (numbytes / m_wfx.nAvgBytesPerSec). Then the next sample has a start time of the end of the previous sample, and so on....
Some time later, the capture filter senses Directshow is consuming samples too rapidly, and tries to set a timestamp of some time in the future, which the audio renderer completely ignores. I can, as a test, suddenly tell a sample it must not be rendered until 20 secs in the future (StreamTime() + UNITS), and again the renderer just ignores it. However, the Null Audio Renderer does what it is told, and the whole graph freezes for 20 seconds, which is the expected behaviour.
In a nutshell, then, I want the audio renderer to use either my capture clock (or its own, or the graph's, I dont care) but I do need it to obey the time stamps I'm sending to it. What I need it to do is squish or stretch samples, ever so subtly, to make up for the difference in the rates between DSound and the oncoming stream (whose rate I cannot control).
Upvotes: 1
Views: 809
Reputation: 69687
MSDN explains the technology here: Live Sources, I suppose you are aware of this documentation topic.
Rate matching takes place when your source is live, otherwise audio renderer does not need to bother and it expects the source to keep input queue pre-loaded with data, so that data is consumed at the rate it is needed.
It seems that your filter is capturing in real time (capture filter and then you mention you don't control the rate of data you obtain externally). So you need to make sure your capture filter is recognized as live source and then you choose the clock for playback, and overall the mode of operation. I suppose you want the behavior described hear AM_PUSHSOURCECAPS_PRIVATE_CLOCK
:
the source filter is using a private clock to generate time stamps. In this case, the audio renderer matches rates against the time stamps.
This is what you write about above:
To see how exactly rate matching takes place, you need to open audio renderer property pages, Advanced page:
Data under Slaving Info will show the rate matching details (48000/48300 matching in my example). The data is also available programmatically via IAMAudioRendererStats::GetStatParam
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Upvotes: 1