"Fix" #471, shortened the buffer down to 250 ms (instead of 1500 ms) and tightened the loop filling it to run every 100 ms instead of every 500. Result is that it's almost impossible to reproduce the problem now. (It pretty much takes superhuman reflexes.)

Originally committed to SVN as r1393.
This commit is contained in:
Niels Martin Hansen 2007-07-08 13:28:15 +00:00
parent bd8b8ce4c5
commit 02a53226ab
1 changed files with 5 additions and 4 deletions

View File

@ -182,7 +182,8 @@ void DirectSoundPlayer::OpenStream() {
waveFormat.cbSize = 0;
// Create the buffer initializer
int aim = waveFormat.nAvgBytesPerSec + waveFormat.nAvgBytesPerSec/2; // one and a half second of buffer
//int aim = waveFormat.nAvgBytesPerSec + waveFormat.nAvgBytesPerSec/2; // one and a half second of buffer
int aim = waveFormat.nAvgBytesPerSec / 4; // quarter second of buffer
int min = DSBSIZE_MIN;
int max = DSBSIZE_MAX;
bufSize = MIN(MAX(min,aim),max);
@ -423,7 +424,7 @@ DirectSoundPlayerThread::~DirectSoundPlayerThread() {
wxThread::ExitCode DirectSoundPlayerThread::Entry() {
// Wake up thread every half second to fill buffer as needed
// This more or less assumes the buffer is at least one second long
while (WaitForSingleObject(stopnotify, 500) == WAIT_TIMEOUT) {
while (WaitForSingleObject(stopnotify, 100) == WAIT_TIMEOUT) {
if (!parent->FillBuffer(false)) {
// FillBuffer returns false when end of stream is reached
wxLogDebug(_T("DS thread hit end of stream"));
@ -433,7 +434,7 @@ wxThread::ExitCode DirectSoundPlayerThread::Entry() {
// Now fill buffer with silence
DWORD bytesFilled = 0;
while (WaitForSingleObject(stopnotify, 500) == WAIT_TIMEOUT) {
while (WaitForSingleObject(stopnotify, 100) == WAIT_TIMEOUT) {
void *buf1, *buf2;
DWORD size1, size2;
DWORD playpos;
@ -452,7 +453,7 @@ wxThread::ExitCode DirectSoundPlayerThread::Entry() {
parent->offset = (parent->offset + size1 + size2) % parent->bufSize;
}
WaitForSingleObject(stopnotify, 1500);
WaitForSingleObject(stopnotify, 300);
wxLogDebug(_T("DS thread dead"));