epoch1970 wrote:
> Overall the nc test works well for audio (there is no noticeable lag
> when using controls on the device), but for lip-sync, no cigar: the
> audio is noticeably late. I tested over an above-average network, with
> all processes at RT_RR max priority...
> So local mode is fine, network mode via LMS would be fine for audio
> only.
You never said sync with video was your objective - if so I would have
told it won't work at the start as I have repeated many time in this
thread..
If you use a player such as mplayer or VLC which can split audio and
video timing (e.g. often for a user with an AV receiver which adds a
delay audio processing) - you may be able to have acceptable playback
but it will be trial and error and may vary each time.
You didn't say what delay a plain TCP connection has compared to the
total delay incl LMS so as to know where the delays occur and what you
can do to minimise them.
Altering scheduling priority will only matter if processing is the cause
of the delay and not buffering or network delays - you need to analyse
the source of the delay rather than change random settings
If delay is on side of "arecord" capture there are plenty of ALSA
parameter than can be tweaked.
If delay is on side of "arecord" processing the using ecasound has even
more control with repects to realtime stuff as well as threads for
input/output and double buffering as IIRC arecord is very simple single
thread..
If delay on side of LMS - then "bufferthreshold" can be tweaked. By
default the plugin will use the Radio Station Timeout setting to
determine how much data is bufferred before playing starts. You can
override this by adding your own routine to return a value by adding the
Perl routine
Code:
--------------------
sub bufferThreshold { 100 }
--------------------
to WAVIN.pm
Start with 100 but too small (i.e. often less than 50) and stream will
stutter - 255 is the max value.
Increasing the sample rate (i.e. 96kHz vs 44.1kHz) will make a faster
data stream, fills buffers quicker and so enable the player to strat
playing sooner but puts a bigger strain on CPUs and network.
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