Files
LlamaCasty/Services/Audio/AudioSyncDelay.cs
T
gramps e8ff4df05f TASK 22: global audio sync offset (positive delay at the mixer out)
Adds AudioSyncOffsetMs (0..500ms, default 0) that delays the whole
interleaved-stereo mix so audio lands on the video when it runs ahead —
OBS's documented lip-sync fix. Positive-only: advancing audio needs a
video-side delay and is out of the audio layer's scope.

- Services/Audio/AudioSyncDelay.cs: pure delay line, flushed on Configure
- AudioMixer: Func<int> syncOffsetMs seam + delay applied post-limiter
- LayoutStore.Settings + MainViewModel.Audio/VM: load/save + binding
- PreviewPane mic bar: SYNC slider + status dot (IntToSyncBrushConverter)
- AudioSyncDelayTests: identity, negative/beyond-500 clamps, 10ms→960 samples

Reference (external scan): https://obs-versions.com/blog/how-to-fix-audio-delay-on-obs
(audio ahead => positive delay). Verified: build 0 warnings; 3/3 delay tests pass.
2026-08-31 18:30:03 -07:00

84 lines
2.7 KiB
C#

using System;
namespace ytLive.Services.Audio;
/// <summary>
/// TASK 22: a fixed end-to-end audio delay applied to the interleaved stereo
/// mix in <see cref="AudioMixer"/>. This is OBS's documented fix for the
/// "audio is ahead of video" lip-sync case: delay the audio by a few
/// milliseconds so it lands on the video. It is a pure delay line — input in,
/// the same audio N ms later out — so it is trivially testable and carries no
/// state outside its own ring.
///
/// Positive offsets only (0..500 ms). Advancing audio (<see cref="TimeSpan"/>
/// would need a video-side delay and is out of scope for the audio layer.
/// Changing the delay flushes the line, so a live slider change clicks rather
/// than smearing. Safe to call from any thread — the mixer owns it.
/// </summary>
public sealed class AudioSyncDelay
{
private readonly int _sampleRate;
private float[] _buffer = Array.Empty<float>();
private int _delaySamples;
private int _writePos;
public AudioSyncDelay(int sampleRate)
{
_sampleRate = Math.Max(1, sampleRate);
Configure(0);
}
/// <summary>Sets the delay in whole milliseconds (clamped to 0..500 and
/// flushed).</summary>
public void Configure(int delayMs)
{
_delaySamples = Frames(delayMs);
_buffer = new float[(_delaySamples + _sampleRate) * 2 + 1024];
_writePos = 0;
}
/// <summary>Delays an interleaved stereo chunk by the configured offset.
/// The returned length equals <paramref name="input"/>'s; the head is
/// silence until the line fills.</summary>
public void Process(ReadOnlySpan<float> input, Span<float> output)
{
if (output.Length < input.Length)
throw new ArgumentException("output must be at least as long as input", nameof(output));
var len = input.Length;
if (_delaySamples == 0)
{
input.CopyTo(output);
return;
}
var line = _buffer;
var lineLen = line.Length;
for (var i = 0; i < len; i++)
{
line[_writePos] = input[i];
_writePos++;
if (_writePos == lineLen)
_writePos = 0;
}
var readStart = (_writePos - _delaySamples - len + lineLen * 2) % lineLen;
for (var i = 0; i < len; i++)
{
var idx = readStart + i;
if (idx >= lineLen)
idx -= lineLen;
output[i] = line[idx];
}
}
private int Frames(int delayMs)
{
var clamped = Math.Clamp(delayMs, 0, 500);
// Interleaved stereo: each frame is two samples (L, R), so the delay
// in buffer positions is twice the frame count.
return (int)Math.Round(_sampleRate / 1000.0 * clamped) * 2;
}
}