quartz: Drop preroll frames in directsound renderer too.
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@ -242,8 +242,15 @@ static HRESULT DSoundRender_Sample(LPVOID iface, IMediaSample * pSample)
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TRACE("%p %p\n", iface, pSample);
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/* Slightly incorrect, Pause completes when a frame is received so we should signal
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* pause completion here, but for sound receiving a single frame doesn't make sense
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* pause completion here, but for sound playing a single frame doesn't make sense
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*/
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if (IMediaSample_IsPreroll(pSample) == S_OK)
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{
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TRACE("Preroll!\n");
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return S_OK;
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}
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if (This->state == State_Paused)
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return S_FALSE;
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