Jacob Blomquist
Jacob Blomquist

Reputation: 276

Higher Than Expected Inherent Latency in OpenAL Playback (Windows, C++)

TL/DR: A simple echo program that records and plays back audio immediately is showing higher than expected latency.

I am working on a real-time audio broadcasting application. I have decided to use OpenAL to both capture and playback audio samples. I am planning on sending UDP packets with raw PCM data across a LAN network. My ideal latency between recording on one machine and playing back on another machine is 30ms. (A lofty goal).

As a test, I made a small program that records samples from a microphone and immediately plays them back to the host speakers. I did this to test the baseline latency. However, I'm seeing an inherent latency of about 65 - 70 ms from simply recording the audio and playing it back. I have reduced the buffer size that openAL uses to 100 samples at 44100 samples per second. Ideally, this would yield a latency of 2 - 3 ms.

I have yet to try this on another platform (MacOS / Linux) to determine if this is an OpenAL issue or a Windows issue.

Here's the code:

using std::list;

#define FREQ 44100   // Sample rate
#define CAP_SIZE 100 // How much to capture at a time (affects latency)
#define NUM_BUFFERS 10

int main(int argC, char* argV[])
{
    list<ALuint> bufferQueue; // A quick and dirty queue of buffer objects
    ALuint helloBuffer[NUM_BUFFERS], helloSource;
    ALCdevice* audioDevice = alcOpenDevice(NULL); // Request default audio device

    ALCcontext* audioContext = alcCreateContext(audioDevice, NULL); // Create the audio context
    alcMakeContextCurrent(audioContext);

    // Request the default capture device with a ~2ms buffer
    ALCdevice* inputDevice = alcCaptureOpenDevice(NULL, FREQ, AL_FORMAT_MONO16, CAP_SIZE);

    alGenBuffers(NUM_BUFFERS, &helloBuffer[0]); // Create some buffer-objects

    // Queue our buffers onto an STL list
    for (int ii = 0; ii < NUM_BUFFERS; ++ii) {
        bufferQueue.push_back(helloBuffer[ii]);
    }

    alGenSources(1, &helloSource); // Create a sound source

    short* buffer = new short[CAP_SIZE]; // A buffer to hold captured audio
    ALCint samplesIn = 0;  // How many samples are captured
    ALint availBuffers = 0; // Buffers to be recovered
    ALuint myBuff; // The buffer we're using
    ALuint buffHolder[NUM_BUFFERS]; // An array to hold catch the unqueued buffers

    alcCaptureStart(inputDevice); // Begin capturing

    bool done = false;
    while (!done) { // Main loop
        // Poll for recoverable buffers
        alGetSourcei(helloSource, AL_BUFFERS_PROCESSED, &availBuffers);
        if (availBuffers > 0) {
            alSourceUnqueueBuffers(helloSource, availBuffers, buffHolder);
            for (int ii = 0; ii < availBuffers; ++ii) {
                // Push the recovered buffers back on the queue
                bufferQueue.push_back(buffHolder[ii]);
            }
        }
        // Poll for captured audio
        alcGetIntegerv(inputDevice, ALC_CAPTURE_SAMPLES, 1, &samplesIn);
        if (samplesIn > CAP_SIZE) {
            // Grab the sound
            alcCaptureSamples(inputDevice, buffer, samplesIn);

            // Stuff the captured data in a buffer-object
            if (!bufferQueue.empty()) { // We just drop the data if no buffers are available
                myBuff = bufferQueue.front(); bufferQueue.pop_front();
                alBufferData(myBuff, AL_FORMAT_MONO16, buffer, samplesIn * sizeof(short), FREQ);

                // Queue the buffer
                alSourceQueueBuffers(helloSource, 1, &myBuff);

                // Restart the source if needed
                // (if we take too long and the queue dries up,
                //  the source stops playing).
                ALint sState = 0;
                alGetSourcei(helloSource, AL_SOURCE_STATE, &sState);
                if (sState != AL_PLAYING) {
                    alSourcePlay(helloSource);
                }
            }
        }
    }
    // Stop capture
    alcCaptureStop(inputDevice);
    alcCaptureCloseDevice(inputDevice);

    // Stop the sources
    alSourceStopv(1, &helloSource);

    alSourcei(helloSource, AL_BUFFER, 0);

    // Clean-up 
    alDeleteSources(1, &helloSource);
    alDeleteBuffers(NUM_BUFFERS, &helloBuffer[0]);
    alcMakeContextCurrent(NULL);
    alcDestroyContext(audioContext);
    alcCloseDevice(audioDevice);

    return 0;
}

Here is an image of the waveform showing the delay in input sound and the resulting echo. This example is shows a latency of about 70ms.

Waveform with 70ms echo delay

System specs:

Intel Core i7-9750H 24 GB Ram Windows 10 Home: V 2004 - Build 19041.508 Sound driver: Realtek Audio (Driver version 10.0.19041.1) Input device: Logitech G330 Headset

Issue is reproducible on other Windows Systems.

EDIT:

I tried to use PortAudio to do a similar thing and achieved a similar result. I've determined that this is due to Windows audio drivers. I rebuilt PortAudio with ASIO audio only and installed ASIO4ALL audio driver. This has achieved an acceptable latency of <10ms.

Upvotes: 0

Views: 808

Answers (1)

Jacob Blomquist
Jacob Blomquist

Reputation: 276

I ultimately resolved this issue by ditching OpenAL in favor of PortAudio and Steinberg ASIO. I installed ASIO4ALL and rebuilt PortAudio to accept only ASIO device drivers. I needed to use the ASIO SDK from Steinberg to do this. (Followed guide here). This has allowed me to achieve a latency of between 5 and 10 ms.

This post helped a lot: input delay with PortAudio callback and ASIO sdk

Upvotes: 0

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