Broken Pipe with SNDRV_PCM_IOCTL_WRITEI_FRAMES
Ryan McClue
re.mcclue at protonmail.com
Mon Sep 27 01:21:28 CEST 2021
I've update my loop to:
struct
snd_xferi
transfer
=
{};
transfer.buf = (u8 *)buffer;
transfer.frames = num_base_samples;
int
res = ioctl(fd, SNDRV_PCM_IOCTL_WRITEI_FRAMES, &transfer);
if
(res == -EPIPE) {
ioctl(fd, SNDRV_PCM_IOCTL_PREPARE);
This removes the Broken Pipe, however no sound is heard.
--
Ryan McClue, Sydney
‐‐‐‐‐‐‐ Original Message ‐‐‐‐‐‐‐
On Sunday, September 26th, 2021 at 7:01 PM, Ryan McClue <re.mcclue at protonmail.com> wrote:
> Hello again.
> I'm using alsa-kernel.
> My configuration:
> SNDRV_PCM_HW_PARAM_ACCESS = SNDRV_PCM_ACCESS_RW_INTERLEAVED
> SNDRV_PCM_HW_PARAM_FORMAT = SNDRV_PCM_FORMAT_S16_LE
> SNDRV_PCM_HW_PARAM_SUBFORMAT = SNDRV_PCM_SUBFORMAT_STD
> SNDRV_PCM_HW_PARAM_CHANNELS = 2
> SNDRV_PCM_HW_PARAM_RATE = 48000
>
> I have a vsynced game loop that is running at 60fps:
>
>> int num_base_samples = 48000 * (1 / 60);
>> int num_samples = num_base_samples * 2;
>> int16_t buffer[num_samples] = {};
>>
>> while (true) {
>> int16_t *samples = buffer;
>> for (int sample_i = 0; sample_i < num_base_samples; sample_i++) {
>> *samples++ = 0x33;
>> *samples++ = 0x33;
>> }
>>
>> struct snd_xferi transfer = {};
>> transfer.buf = buffer;
>> transfer.frames = num_base_samples;
>> ioctl(fd, SNDRV_PCM_IOCTL_WRITEI_FRAMES, &transfer);
>>
>> // ioctl(fd, SNDRV_PCM_IOCTL_DRAIN); --> NECESSARY???
>> // ioctl(fd, SNDRV_PCM_IOCTL_PREPARE); --> NECESSARY???
>> }
>
> On the first iteration of SNDRV_PCM_IOCTL_WRITEI_FRAMES I get no error.
> All subsequent iterations, I get Broken Pipe error.
> So, to counteract this at the end of each frame I call SNDRV_PCM_IOCTL_DRAIN and SNDRV_PCM_IOCTL_PREPARE.
> This removes the Broken Pipe error however slows the program down by half and no sound is heard.
> How best to solve this issue?
>
> Thanks again
> --
> Ryan McClue, Sydney
More information about the Alsa-devel
mailing list