player/Thread: use C++11 initializers
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@ -55,29 +55,29 @@ class Player {
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/**
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* are we waiting for buffered_before_play?
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*/
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bool buffering;
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bool buffering = true;
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/**
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* true if the decoder is starting and did not provide data
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* yet
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*/
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bool decoder_starting;
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bool decoder_starting = false;
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/**
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* Did we wake up the DecoderThread recently? This avoids
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* duplicate wakeup calls.
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*/
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bool decoder_woken;
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bool decoder_woken = false;
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/**
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* is the player paused?
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*/
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bool paused;
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bool paused = false;
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/**
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* is there a new song in pc.next_song?
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*/
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bool queued;
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bool queued = true;
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/**
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* Was any audio output opened successfully? It might have
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@ -85,7 +85,7 @@ class Player {
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* player thread. When this flag is unset, some output
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* methods must not be called.
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*/
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bool output_open;
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bool output_open = false;
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/**
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* the song currently being played
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@ -119,19 +119,19 @@ class Player {
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* Currently cross-fading to the next song.
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*/
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ACTIVE,
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} xfade_state;
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} xfade_state = CrossFadeState::UNKNOWN;
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/**
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* The number of chunks used for crossfading.
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*/
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unsigned cross_fade_chunks;
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unsigned cross_fade_chunks = 0;
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/**
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* The tag of the "next" song during cross-fade. It is
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* postponed, and sent to the output thread when the new song
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* really begins.
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*/
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Tag *cross_fade_tag;
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Tag *cross_fade_tag = nullptr;
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/**
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* The current audio format for the audio outputs.
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@ -145,25 +145,14 @@ class Player {
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* value; the output thread can estimate the elapsed time more
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* precisely.
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*/
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SongTime elapsed_time;
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SongTime elapsed_time = SongTime::zero();
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PeriodClock throttle_silence_log;
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public:
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Player(PlayerControl &_pc, DecoderControl &_dc,
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MusicBuffer &_buffer) noexcept
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:pc(_pc), dc(_dc), buffer(_buffer),
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buffering(true),
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decoder_starting(false),
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decoder_woken(false),
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paused(false),
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queued(true),
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output_open(false),
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song(nullptr),
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xfade_state(CrossFadeState::UNKNOWN),
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cross_fade_chunks(0),
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cross_fade_tag(nullptr),
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elapsed_time(SongTime::zero()) {}
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:pc(_pc), dc(_dc), buffer(_buffer) {}
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private:
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/**
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