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 <castaneai@by.black> Signed-off-by: Andrew Eikum <aeikum@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -296,8 +296,7 @@ static HRESULT WINAPI IDirectSoundBufferImpl_Play(IDirectSoundBuffer8 *iface, DW
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if (This->state == STATE_STOPPED) {
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if (This->state == STATE_STOPPED) {
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This->leadin = TRUE;
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This->leadin = TRUE;
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This->state = STATE_STARTING;
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This->state = STATE_STARTING;
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} else if (This->state == STATE_STOPPING)
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}
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This->state = STATE_PLAYING;
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for (i = 0; i < This->num_filters; i++) {
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for (i = 0; i < This->num_filters; i++) {
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IMediaObject_Discontinuity(This->filters[i].obj, 0);
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IMediaObject_Discontinuity(This->filters[i].obj, 0);
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@ -317,9 +316,7 @@ static HRESULT WINAPI IDirectSoundBufferImpl_Stop(IDirectSoundBuffer8 *iface)
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AcquireSRWLockExclusive(&This->lock);
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AcquireSRWLockExclusive(&This->lock);
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if (This->state == STATE_PLAYING)
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if (This->state == STATE_PLAYING || This->state == STATE_STARTING)
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This->state = STATE_STOPPING;
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else if (This->state == STATE_STARTING)
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{
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{
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This->state = STATE_STOPPED;
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This->state = STATE_STOPPED;
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DSOUND_CheckEvent(This, 0, 0);
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DSOUND_CheckEvent(This, 0, 0);
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@ -593,11 +593,7 @@ static void DSOUND_MixToPrimary(const DirectSoundDevice *device, float *mix_buff
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if (dsb->buflen && dsb->state) {
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if (dsb->buflen && dsb->state) {
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TRACE("Checking %p, frames=%d\n", dsb, frames);
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TRACE("Checking %p, frames=%d\n", dsb, frames);
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AcquireSRWLockShared(&dsb->lock);
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AcquireSRWLockShared(&dsb->lock);
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/* if buffer is stopping it is stopped now */
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if (dsb->state != STATE_STOPPED) {
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if (dsb->state == STATE_STOPPING) {
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dsb->state = STATE_STOPPED;
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DSOUND_CheckEvent(dsb, 0, 0);
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} else if (dsb->state != STATE_STOPPED) {
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/* if the buffer was starting, it must be playing now */
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/* if the buffer was starting, it must be playing now */
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if (dsb->state == STATE_STARTING)
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if (dsb->state == STATE_STARTING)
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