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Bug 1038091 - Pause the player instead of stopping it to avoid resetting playback position and resulting in audio clock going backward. r=kinetik
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2b98ffc5f6
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@ -141,6 +141,7 @@ AudioStream::AudioStream()
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, mNeedsStart(false)
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, mShouldDropFrames(false)
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, mPendingAudioInitTask(false)
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, mLastGoodPosition(0)
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{
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// keep a ref in case we shut down later than nsLayoutStatics
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mLatencyLog = AsyncLatencyLogger::Get(true);
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@ -856,7 +857,12 @@ AudioStream::GetPositionInFramesUnlocked()
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}
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}
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return std::min<uint64_t>(position, INT64_MAX);
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MOZ_ASSERT(position >= mLastGoodPosition, "cubeb position shouldn't go backward");
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// This error handling/recovery keeps us in good shape in release build.
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if (position >= mLastGoodPosition) {
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mLastGoodPosition = position;
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}
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return std::min<uint64_t>(mLastGoodPosition, INT64_MAX);
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}
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int64_t
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@ -402,6 +402,9 @@ private:
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// True if there is a pending AudioInitTask. Shutdown() will wait until the
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// pending AudioInitTask is finished.
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bool mPendingAudioInitTask;
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// The last good position returned by cubeb_stream_get_position(). Used to
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// check if the cubeb position is going backward.
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uint64_t mLastGoodPosition;
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};
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class AudioInitTask : public nsRunnable
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@ -83,7 +83,7 @@ play_callback(SLPlayItf caller, void * user_ptr, SLuint32 event)
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assert(stm->draining);
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pthread_mutex_unlock(&stm->mutex);
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stm->state_callback(stm, stm->user_ptr, CUBEB_STATE_DRAINED);
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(*stm->play)->SetPlayState(stm->play, SL_PLAYSTATE_STOPPED);
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(*stm->play)->SetPlayState(stm->play, SL_PLAYSTATE_PAUSED);
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break;
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default:
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break;
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@ -116,7 +116,7 @@ bufferqueue_callback(SLBufferQueueItf caller, void * user_ptr)
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written = cubeb_resampler_fill(stm->resampler, buf,
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stm->queuebuf_len / stm->framesize);
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if (written < 0 || written * stm->framesize > stm->queuebuf_len) {
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(*stm->play)->SetPlayState(stm->play, SL_PLAYSTATE_STOPPED);
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(*stm->play)->SetPlayState(stm->play, SL_PLAYSTATE_PAUSED);
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return;
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}
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}
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