quartz/dsoundrender: Use BaseRendererImpl_Pause().
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -682,34 +682,6 @@ HRESULT DSoundRender_create(IUnknown *outer, void **out)
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return hr;
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}
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static HRESULT WINAPI DSoundRender_Pause(IBaseFilter * iface)
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{
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DSoundRenderImpl *This = impl_from_IBaseFilter(iface);
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HRESULT hr = S_OK;
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TRACE("(%p/%p)->()\n", This, iface);
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EnterCriticalSection(&This->renderer.csRenderLock);
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if (This->renderer.filter.state != State_Paused)
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{
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if (This->renderer.filter.state == State_Stopped)
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{
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if (This->renderer.sink.pin.pConnectedTo)
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ResetEvent(This->renderer.state_event);
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This->renderer.sink.end_of_stream = 0;
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}
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hr = IDirectSoundBuffer_Stop(This->dsbuffer);
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if (SUCCEEDED(hr))
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This->renderer.filter.state = State_Paused;
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ResetEvent(This->renderer.flush_event);
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}
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LeaveCriticalSection(&This->renderer.csRenderLock);
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return hr;
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}
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static const IBaseFilterVtbl DSoundRender_Vtbl =
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{
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BaseFilterImpl_QueryInterface,
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@ -717,7 +689,7 @@ static const IBaseFilterVtbl DSoundRender_Vtbl =
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BaseFilterImpl_Release,
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BaseFilterImpl_GetClassID,
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BaseRendererImpl_Stop,
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DSoundRender_Pause,
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BaseRendererImpl_Pause,
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BaseRendererImpl_Run,
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BaseRendererImpl_GetState,
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BaseRendererImpl_SetSyncSource,
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