Reduce polling rate of Audio Latency (less relevant on official engine builds)

This commit is contained in:
Luke Hubmayer-Werner 2021-01-02 23:22:48 +10:30
parent 2042bffad1
commit df80e7a3b5
1 changed files with 8 additions and 2 deletions

View File

@ -55,9 +55,9 @@ func print_pressed(col: int):
##########################################################################
# draw fingers points on screen
var fps: float = 0.0
var audio_latency: float = 0.0
func _draw():
var fps = Engine.get_frames_per_second()
var audio_latency = AudioServer.get_output_latency()
set_text("FPS: %.0f\nAudio Latency: %.2fms"%[fps, audio_latency*1000])
# draw points
@ -73,7 +73,13 @@ func _draw():
# # Draw line
# draw_line(touch_positions[i], touch_positions[i+1], Color(1,1,1,1))
var last_latency_check := 0.0
func _process(delta):
last_latency_check += delta
fps = Engine.get_frames_per_second()
if last_latency_check > 3.0:
last_latency_check = 0.0
audio_latency = AudioServer.get_output_latency() # Note that on official godot builds this will only work ONCE for PulseAudio
update()
func update_data():