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MythPlayer: Pause the audio when the video is lagging.

When using software decoding and the decoder is struggling to keep up,
audio sync may take a long time to recover after startup or following a
skip. Under certain conditions, playback never recovers and because we
are constantly skipping frames, the user sees no screen updates - and
hence playback looks entirely broken.

By pausing the audio when skipping frames, we allow video playback to
catch up.

Backported from afe5669
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commit a0bb5e9a5fdbbacef3f16a1316cf30465bcf10ae 1 parent 56c54fa
Mark Kendall authored
14 mythtv/libs/libmythtv/mythplayer.cpp
@@ -201,7 +201,7 @@ MythPlayer::MythPlayer(bool muted)
avsync_adjustment(0), avsync_avg(0),
lastsync(false), repeat_delay(0),
- disp_timecode(0),
+ disp_timecode(0), avsync_audiopaused(false),
// Time Code stuff
prevtc(0), prevrp(0),
@@ -1665,10 +1665,22 @@ void MythPlayer::AVSync(VideoFrame *buffer, bool limit_delay)
// If we are using software decoding, skip this frame altogether.
VERBOSE(VB_PLAYBACK, LOC + dbg + "dropping frame to catch up.");
+ // Pause the audio if necessary
+ if (!using_null_videoout && !audio.IsPaused())
+ {
+ audio.Pause(true);
+ avsync_audiopaused = true;
+ }
else if (!using_null_videoout)
+ if (avsync_audiopaused)
+ {
+ avsync_audiopaused = false;
+ audio.Pause(false);
+ }
// if we get here, we're actually going to do video output
videoOutput->PrepareFrame(buffer, ps, osd);
1  mythtv/libs/libmythtv/mythplayer.h
@@ -696,6 +696,7 @@ class MPUBLIC MythPlayer
bool decode_extra_audio;
int repeat_delay;
int64_t disp_timecode;
+ bool avsync_audiopaused;
// Time Code stuff
int prevtc; ///< 32 bit timecode if last VideoFrame shown
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