I still have the occasional problem with it.  After I receive the 
notification event I check the play cursor to see how many frames went by.  
I will send you me code when I get home and see if you can tell me if you 
see anything I could do better.

Charlie
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...... Original Message .......
On Sat, 9 Sep 2006 16:38:21 +0900 "Kenichi Aramaki" <[EMAIL PROTECTED]> 
wrote:
>Hi,
>
>Do you still have cursor overrun problem?
>I also tried to rewrite the threads with DirectX which is not completed 
yet.
>As I tested, I did not see blocking or cursor overrun in my test program.
>I am going to rewrite speaker thread as a first step and I will post my 
code
>if I accomplish it.
>
>Regards,
>Kenichi Aramaki
>
>
>2006/9/2, Charlie Hedlin <[EMAIL PROTECTED]>:
>>       Ok, I have rewritten SpkrThreadWnt to use directx (I created a
>> SpkrThreadWntDx and each are wrapped with #ifdef).  My echo path delay 
was
>> 230ms, and now it is 77ms.  I am sure I can cut more with the MicThread.
>>
>>  I was able to get rid of the bursty audio and drop the SpkrQueue to 3
>> frames (with a Skip of 1) and the N_OUT_PRIME from dmaTask.h to 1 from 8.
>>
>>  Unfortunately I have created a big mess with the rest of the media
>> threads.  Ocasionally I am getting blocked in the SpkrThread.  
DirectSound
>> goes right ahead and plays the circular buffer and passes my write 
cursor.
>> I have added code to move the write cursor back in front of the play 
cursor,
>> but I am missing a number of chances to fire the flow graph.  My audio is
>> now piling up in the jitter buffers and I have even more delay than 
ever.  I
>> believe this is fixable.  Right now I am thinking I will have it count 
the
>> number of frames it has to advance the write cursor and double fire the 
flow
>> graph until it catches up.  This seems like an ugly hack unless it is a 
rare
>> occurance.  I need to figure out where I am blocking. For all I know it 
is
>> the debugger.
>>
>>  This post was mostly to show that the echo path delay can be reduced 
with
>> directx, but I don't have a working solution yet.  Any debugging pointers
>> would be apreciated as well.
>>
>>  Charlie
>>
>>  Charlie Hedlin wrote:
>>   I considered going this route, but I think we are only likely to gain
>> 100ms or so, and I might be able to gain even more with DirectSound.  I 
will
>> post with test results this afternoon.
>>
>>  Charlie
>>
>>  Alexander Chemeris wrote:
>>
>> H
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