Return-Path: Message-ID: <42439ADA.5000006@xmission.com> From: Brad Midgley MIME-Version: 1.0 To: BlueZ Mailing List Content-Type: text/plain; charset=us-ascii; format=flowed Subject: [Bluez-devel] a2dp timing Sender: bluez-devel-admin@lists.sourceforge.net Errors-To: bluez-devel-admin@lists.sourceforge.net Reply-To: bluez-devel@lists.sourceforge.net List-Unsubscribe: , List-Id: BlueZ development List-Post: List-Help: List-Subscribe: , List-Archive: Date: Thu, 24 Mar 2005 22:00:10 -0700 Hi We've had problems with a2dp timing that I've been ignoring. For one, a2play crams frames into the headset just as fast as it can. Sometimes this is too fast. So we need to clock it so things are staggered properly. Does the SBC encoder give us a clue about timing between frames? Second, if the headset wanders out of range, the player stops and starts up where it left off when the headset is back. If we're pacing things properly, we need to drop frames instead when this happens. I'm thinking if it results in a legal SBC stream that I'll drop entire SBC frames in the main loop with something like: frame_len = read_header(fd, &sbc_info); bytes_read = read(fd, killbuffer, frame_len); Are there other timing issues I need to think about? Does it get so messy that I need to watch jitter? I can only vaguely remember this stuff from my networking classes... Brad ------------------------------------------------------- SF email is sponsored by - The IT Product Guide Read honest & candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click _______________________________________________ Bluez-devel mailing list Bluez-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/bluez-devel