player_thread: moved code to play_next_chunk()
Moved some cruft out of do_play().
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d213f9a3e5
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@ -78,6 +78,16 @@ struct player {
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*/
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enum xfade_state xfade;
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/**
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* has cross-fading begun?
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*/
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bool cross_fading;
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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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/**
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* The current audio format for the audio outputs.
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*/
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@ -364,6 +374,91 @@ play_chunk(struct song *song, struct music_chunk *chunk,
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return true;
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}
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/**
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* Obtains the next chunk from the music pipe, optionally applies
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* cross-fading, and sends it to all audio outputs.
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*
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* @return true on success, false on error (playback will be stopped)
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*/
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static bool
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play_next_chunk(struct player *player)
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{
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struct music_chunk *chunk = NULL;
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unsigned cross_fade_position;
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bool success;
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if (player->xfade == XFADE_ENABLED &&
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dc.pipe != NULL && dc.pipe != player->pipe &&
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(cross_fade_position = music_pipe_size(player->pipe))
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<= player->cross_fade_chunks) {
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/* perform cross fade */
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struct music_chunk *other_chunk =
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music_pipe_shift(dc.pipe);
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if (!player->cross_fading) {
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/* beginning of the cross fade
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- adjust crossFadeChunks
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which might be bigger than
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the remaining number of
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chunks in the old song */
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player->cross_fade_chunks = cross_fade_position;
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player->cross_fading = true;
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}
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if (other_chunk != NULL) {
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chunk = music_pipe_shift(player->pipe);
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assert(chunk != NULL);
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cross_fade_apply(chunk, other_chunk,
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&dc.out_audio_format,
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cross_fade_position,
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player->cross_fade_chunks);
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music_buffer_return(player_buffer, other_chunk);
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} else {
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/* there are not enough
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decoded chunks yet */
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if (decoder_is_idle()) {
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/* the decoder isn't
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running, abort
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cross fading */
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player->xfade = XFADE_DISABLED;
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} else {
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/* wait for the
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decoder */
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notify_signal(&dc.notify);
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notify_wait(&pc.notify);
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return true;
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}
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}
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}
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if (chunk == NULL)
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chunk = music_pipe_shift(player->pipe);
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assert(chunk != NULL);
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/* play the current chunk */
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success = play_chunk(player->song, chunk, &player->play_audio_format,
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player->size_to_time);
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music_buffer_return(player_buffer, chunk);
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if (!success)
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return false;
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/* this formula should prevent that the
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decoder gets woken up with each chunk; it
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is more efficient to make it decode a
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larger block at a time */
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if (!decoder_is_idle() &&
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music_pipe_size(dc.pipe) <= (pc.buffered_before_play +
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music_buffer_size(player_buffer) * 3) / 4)
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notify_signal(&dc.notify);
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return true;
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}
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static void do_play(void)
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{
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struct player player = {
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@ -373,11 +468,10 @@ static void do_play(void)
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.queued = false,
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.song = NULL,
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.xfade = XFADE_UNKNOWN,
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.cross_fading = false,
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.cross_fade_chunks = 0,
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.size_to_time = 0.0,
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};
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unsigned int crossFadeChunks = 0;
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/** has cross-fading begun? */
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bool cross_fading = false;
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static const char silence[CHUNK_SIZE];
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player.pipe = music_pipe_new();
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@ -452,15 +546,15 @@ static void do_play(void)
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/* enable cross fading in this song? if yes,
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calculate how many chunks will be required
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for it */
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crossFadeChunks =
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player.cross_fade_chunks =
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cross_fade_calc(pc.cross_fade_seconds, dc.total_time,
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&dc.out_audio_format,
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&player.play_audio_format,
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music_buffer_size(player_buffer) -
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pc.buffered_before_play);
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if (crossFadeChunks > 0) {
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if (player.cross_fade_chunks > 0) {
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player.xfade = XFADE_ENABLED;
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cross_fading = false;
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player.cross_fading = false;
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} else
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/* cross fading is disabled or the
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next song is too short */
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@ -470,75 +564,11 @@ static void do_play(void)
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if (player.paused)
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notify_wait(&pc.notify);
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else if (music_pipe_size(player.pipe) > 0) {
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struct music_chunk *chunk = NULL;
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unsigned int fadePosition;
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bool success;
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/* at least one music chunk is ready - send it
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to the audio output */
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if (player.xfade == XFADE_ENABLED &&
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dc.pipe != NULL && dc.pipe != player.pipe &&
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(fadePosition = music_pipe_size(player.pipe))
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<= crossFadeChunks) {
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/* perform cross fade */
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struct music_chunk *other_chunk =
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music_pipe_shift(dc.pipe);
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if (!cross_fading) {
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/* beginning of the cross fade
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- adjust crossFadeChunks
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which might be bigger than
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the remaining number of
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chunks in the old song */
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crossFadeChunks = fadePosition;
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cross_fading = true;
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}
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if (other_chunk != NULL) {
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chunk = music_pipe_shift(player.pipe);
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cross_fade_apply(chunk, other_chunk,
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&dc.out_audio_format,
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fadePosition,
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crossFadeChunks);
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music_buffer_return(player_buffer, other_chunk);
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} else {
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/* there are not enough
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decoded chunks yet */
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if (decoder_is_idle()) {
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/* the decoder isn't
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running, abort
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cross fading */
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player.xfade = XFADE_DISABLED;
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} else {
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/* wait for the
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decoder */
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notify_signal(&dc.notify);
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notify_wait(&pc.notify);
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continue;
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}
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}
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}
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if (chunk == NULL)
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chunk = music_pipe_shift(player.pipe);
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/* play the current chunk */
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success = play_chunk(player.song, chunk,
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&player.play_audio_format,
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player.size_to_time);
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music_buffer_return(player_buffer, chunk);
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if (!success)
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if (!play_next_chunk(&player))
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break;
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/* this formula should prevent that the
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decoder gets woken up with each chunk; it
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is more efficient to make it decode a
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larger block at a time */
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if (!decoder_is_idle() &&
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music_pipe_size(dc.pipe) <= (pc.buffered_before_play +
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music_buffer_size(player_buffer) * 3) / 4)
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notify_signal(&dc.notify);
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} else if (dc.pipe != NULL && dc.pipe != player.pipe) {
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/* at the beginning of a new song */
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