From 1ecb100289dc3e38c4972b585df17b678da81cfe Mon Sep 17 00:00:00 2001 From: Hiroki Awata Date: Sat, 5 Jun 2021 12:28:47 +0900 Subject: [PATCH] dsound: Notify DSBPN_OFFSETSTOP earlier. Some games may not receive the DSBPN_OFFSETSTOP event and get stuck if CloseHandle is called immediately after IDirectSoundBuffer::Stop. To solve this problem, IDirectSoundBuffer::Stop will immediately notify the DSBPN_OFFSETSTOP event. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=41292 Signed-off-by: Hiroki Awata Signed-off-by: Andrew Eikum Signed-off-by: Alexandre Julliard (cherry picked from commit 8116d4e11cd11ba466c1cd92a6a81ca015e230e0) Signed-off-by: Michael Stefaniuc --- dlls/dsound/buffer.c | 7 ++----- dlls/dsound/mixer.c | 6 +----- 2 files changed, 3 insertions(+), 10 deletions(-) diff --git a/dlls/dsound/buffer.c b/dlls/dsound/buffer.c index fafa6fc6015..dc3b54906ce 100644 --- a/dlls/dsound/buffer.c +++ b/dlls/dsound/buffer.c @@ -296,8 +296,7 @@ static HRESULT WINAPI IDirectSoundBufferImpl_Play(IDirectSoundBuffer8 *iface, DW if (This->state == STATE_STOPPED) { This->leadin = TRUE; This->state = STATE_STARTING; - } else if (This->state == STATE_STOPPING) - This->state = STATE_PLAYING; + } for (i = 0; i < This->num_filters; i++) { IMediaObject_Discontinuity(This->filters[i].obj, 0); @@ -317,9 +316,7 @@ static HRESULT WINAPI IDirectSoundBufferImpl_Stop(IDirectSoundBuffer8 *iface) AcquireSRWLockExclusive(&This->lock); - if (This->state == STATE_PLAYING) - This->state = STATE_STOPPING; - else if (This->state == STATE_STARTING) + if (This->state == STATE_PLAYING || This->state == STATE_STARTING) { This->state = STATE_STOPPED; DSOUND_CheckEvent(This, 0, 0); diff --git a/dlls/dsound/mixer.c b/dlls/dsound/mixer.c index a6402b09eff..124d1e4fba1 100644 --- a/dlls/dsound/mixer.c +++ b/dlls/dsound/mixer.c @@ -593,11 +593,7 @@ static void DSOUND_MixToPrimary(const DirectSoundDevice *device, float *mix_buff if (dsb->buflen && dsb->state) { TRACE("Checking %p, frames=%d\n", dsb, frames); AcquireSRWLockShared(&dsb->lock); - /* if buffer is stopping it is stopped now */ - if (dsb->state == STATE_STOPPING) { - dsb->state = STATE_STOPPED; - DSOUND_CheckEvent(dsb, 0, 0); - } else if (dsb->state != STATE_STOPPED) { + if (dsb->state != STATE_STOPPED) { /* if the buffer was starting, it must be playing now */ if (dsb->state == STATE_STARTING)