quartz: Make the directsound renderer handle the Play->Pause->Play position without dropping data.
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24cac935f0
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@ -71,6 +71,7 @@ typedef struct DSoundRenderImpl
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DWORD last_play_pos;
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DWORD play_loops;
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REFERENCE_TIME play_time;
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MediaSeekingImpl mediaSeeking;
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@ -103,31 +104,20 @@ static inline HRESULT DSoundRender_GetPos(DSoundRenderImpl *This, DWORD *pPlayPo
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EnterCriticalSection(&This->csFilter);
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{
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DWORD state;
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DWORD write_pos;
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hr = IDirectSoundBuffer_GetStatus(This->dsbuffer, &state);
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if (SUCCEEDED(hr) && !(state & DSBSTATUS_PLAYING) && This->state == State_Running)
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{
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LPBYTE buf;
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DWORD size;
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TRACE("Not playing, kickstarting the engine\n");
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This->write_pos = 0;
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IDirectSoundBuffer_SetCurrentPosition(This->dsbuffer, 0);
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hr = IDirectSoundBuffer_Lock(This->dsbuffer, 0, 0, (void**)&buf, &size, NULL, NULL, DSBLOCK_ENTIREBUFFER);
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if (hr != DS_OK)
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ERR("Unable to lock sound buffer! (%x)\n", hr);
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else
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memset(buf, 0, size);
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hr = IDirectSoundBuffer_Unlock(This->dsbuffer, buf, size, NULL, 0);
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hr = IDirectSoundBuffer_Play(This->dsbuffer, 0, 0, DSBPLAY_LOOPING);
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if (FAILED(hr))
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ERR("Can't play sound buffer (%x)\n", hr);
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hr = IDirectSoundBuffer_GetCurrentPosition(This->dsbuffer, &This->last_play_pos, &This->write_pos);
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*pPlayPos = This->last_play_pos;
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}
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else if (SUCCEEDED(hr))
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hr = IDirectSoundBuffer_GetCurrentPosition(This->dsbuffer, pPlayPos, NULL);
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if (SUCCEEDED(hr))
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hr = IDirectSoundBuffer_GetCurrentPosition(This->dsbuffer, pPlayPos, &write_pos);
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if (hr == S_OK)
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{
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DWORD play_pos = *pPlayPos;
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@ -136,10 +126,13 @@ static inline HRESULT DSoundRender_GetPos(DSoundRenderImpl *This, DWORD *pPlayPo
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This->play_loops++;
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This->last_play_pos = play_pos;
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/* If we're really falling behind, kick the play time back */
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/* If we really fell behind, start at the next possible position
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* Also happens when just starting playback for the first time,
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* or when flushing
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*/
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if ((This->play_loops*This->buf_size)+play_pos >=
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(This->write_loops*This->buf_size)+This->write_pos)
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This->play_loops--;
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This->write_pos = write_pos;
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if (pRefTime)
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{
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@ -172,7 +165,7 @@ static HRESULT DSoundRender_SendSampleData(DSoundRenderImpl* This, const BYTE *d
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DWORD size2;
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DWORD play_pos,buf_free;
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while (size && This->state == State_Running && !This->pInputPin->flushing) {
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do {
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hr = DSoundRender_GetPos(This, &play_pos, NULL);
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if (hr != DS_OK)
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@ -216,7 +209,7 @@ static HRESULT DSoundRender_SendSampleData(DSoundRenderImpl* This, const BYTE *d
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This->write_pos -= This->buf_size;
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This->write_loops++;
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}
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}
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} while (size && This->state == State_Running);
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return hr;
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}
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@ -778,6 +771,8 @@ static HRESULT WINAPI DSoundRender_InputPin_EndOfStream(IPin * iface)
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IMediaEventSink* pEventSink;
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HRESULT hr;
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EnterCriticalSection(This->pin.pCritSec);
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TRACE("(%p/%p)->()\n", This, iface);
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InputPin_EndOfStream(iface);
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@ -797,6 +792,7 @@ static HRESULT WINAPI DSoundRender_InputPin_EndOfStream(IPin * iface)
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hr = IMediaEventSink_Notify(pEventSink, EC_COMPLETE, S_OK, 0);
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IMediaEventSink_Release(pEventSink);
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}
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LeaveCriticalSection(This->pin.pCritSec);
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return hr;
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}
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@ -806,13 +802,28 @@ static HRESULT WINAPI DSoundRender_InputPin_BeginFlush(IPin * iface)
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InputPin *This = (InputPin *)iface;
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DSoundRenderImpl *pFilter = (DSoundRenderImpl *)This->pin.pinInfo.pFilter;
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HRESULT hr;
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LPBYTE buffer;
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DWORD size;
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TRACE("\n");
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hr = InputPin_BeginFlush(iface);
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EnterCriticalSection(This->pin.pCritSec);
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hr = InputPin_BeginFlush(iface);
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if (pFilter->dsbuffer)
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{
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IDirectSoundBuffer_Stop(pFilter->dsbuffer);
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/* Force a reset */
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IDirectSoundBuffer_SetCurrentPosition(pFilter->dsbuffer, 0);
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pFilter->write_pos = pFilter->last_play_pos = 0;
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++pFilter->play_loops;
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pFilter->write_loops = pFilter->play_loops;
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IDirectSoundBuffer_Lock(pFilter->dsbuffer, 0, 0, (LPVOID *)&buffer, &size, NULL, NULL, DSBLOCK_ENTIREBUFFER);
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memset(buffer, 0, size);
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IDirectSoundBuffer_Unlock(pFilter->dsbuffer, buffer, size, NULL, 0);
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}
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LeaveCriticalSection(This->pin.pCritSec);
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return hr;
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