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ao_null: support pausing properly

ao_null should simulate a "perfect" AO, but framestepping behaved quite
badly with it. Framstepping usually exposes problems with AOs dropping
their buffers on pause, and that's what happened here.
This commit is contained in:
wm4 2013-11-13 19:39:18 +01:00
parent 894bf603e8
commit 621cff80df

View File

@ -29,6 +29,7 @@
#include "ao.h"
struct priv {
bool paused;
double last_time;
// All values are in samples
float buffered;
@ -40,6 +41,9 @@ static void drain(struct ao *ao)
{
struct priv *priv = ao->priv;
if (priv->paused)
return;
double now = mp_time_sec();
priv->buffered -= (now - priv->last_time) * ao->samplerate;
if (priv->buffered < 0)
@ -86,13 +90,19 @@ static void reset(struct ao *ao)
// stop playing, keep buffers (for pause)
static void pause(struct ao *ao)
{
// for now, just call reset();
reset(ao);
struct priv *priv = ao->priv;
priv->paused = true;
}
// resume playing, after audio_pause()
// resume playing, after pause()
static void resume(struct ao *ao)
{
struct priv *priv = ao->priv;
drain(ao);
priv->paused = false;
priv->last_time = mp_time_sec();
}
static int get_space(struct ao *ao)
@ -107,6 +117,7 @@ static int play(struct ao *ao, void **data, int samples, int flags)
{
struct priv *priv = ao->priv;
resume(ao);
int maxbursts = (priv->buffersize - priv->buffered) / priv->outburst;
int playbursts = samples / priv->outburst;
int bursts = playbursts > maxbursts ? maxbursts : playbursts;
@ -134,4 +145,3 @@ const struct ao_driver audio_out_null = {
.pause = pause,
.resume = resume,
};