Commit Graph
2 Commits
Author SHA1 Message Date
gramps 5577aaaf91 fix(media): play at the clip's real rate — the pipe was copying a frame per read
Reported as "the default video and the green screen video are playing at a hideously slow
rate… I thought the playback timing issues were resolved?!" They were not: two independent
faults, both in the shared clip pipe.

1. QUADRATIC COPY IN THE FRAME READER. `RawVideoFrameReader` re-concatenated the whole pending
   buffer on every `Feed`, and the pipe feeds it 64 KB at a time. A 1080p BGRA frame is 8 MB, so
   one frame cost ~127 copies of a growing buffer — roughly half a gigabyte of memcpy per frame.
   Measured on a 30 fps clip: 6 frames in 3 seconds (2 fps). The reader now fills one preallocated
   frame buffer and hands that array to the VideoFrame, so a frame is copied exactly once. Pipe
   reads are 256 KB. Same clip: 29 fps.

2. PACING SLEPT ON TOP OF THE WORK. A fixed 1/fps sleep after each frame adds the frame's own
   cost, so 20 ms of work on a 30 fps clip yields 1/(33+20) ≈ 19 fps — measured 20.9. Pacing is
   now deadline-based (`Helpers/FramePacer.cs`): wait only what is left of the frame's interval,
   resync when a frame overruns instead of bursting, never sleep longer than one interval.

The alert clip shares this pipe, so it gained both fixes.

Tests: `FramePacerTests` (subtract work, no drift, late → resync, zero duration, reset);
`ChromaKeyRealClipTests.RealClip_PlaysAtItsNativeRate` (throughput floor of 15 fps on the real
30 fps clip — the old code sat at 2); the two pacing assertions now check "at most one interval"
rather than an exact sleep, which is what deadline pacing means. Full suite: 574 passed,
0 failed, clean build.
2026-11-05 09:57:07 -08:00
gramps aea0670723 fix(alerts): wire the frame-rate probe so alert-clip VIDEO paces to real time
The 12:35 live session proved the decoder healthy (frames=240 audioChunks=156
failed=False both clips, alert audio in the mix at peakMix 0.277→0.733) yet the
creator still saw 'no video plays / you lost the video'. Root cause: pacing,
not decode. AlertClipDecoderFor built the decoder with no frameRateProbe, so
RunAsync computed frameDuration = TimeSpan.Zero and RunVideoAsync's pace step
was dead code — all 240 frames of the 10s clip dumped through the pipe in the
first ~1-2s (130MB as fast as ffmpeg read), then the box froze on the LAST
frame while audio chunk-paced its real-time ~7.8s. Reads exactly like a dead
decoder on screen. The media path already wired this seam
(MainViewModel.cs:308); the alert factory never supplied one.

Derivative fix (media/decoder plumbing, cited in broad consensus of players):
pass FfmpegFrameRateProbe into the per-play alert decoder exactly like
MediaVideoSource does. Good Dog:
AlertClipDecoderTests.AlertClipDecoder_PacesVideoFramesToTheProbedFrameRate —
real AlertClipDecoder via the fake-process/fake-probe/delay-recorder seam;
red on the old factory (zero pacing delays), green with the probe (one ~10ms
delay per frame at 100fps). Full suite 321/322, one known-env flake
(RealMouseDrag reorder). Docs in this commit: task-47 addendum,
MyMistakes.md (a decoder that drops data faster than wall-clock looks
identical to a dead one), HANDOFF rewrite.
2026-09-26 12:45:40 -07:00