player_thread: get "elapsed" from audio outputs

Tracking the "elapsed" time from the chunks which we have sent to the
output pipe is very imprecise: since we have implemented the music
pipe, we're sending large number of chunks at once, giving the
"elapsed" time stamp a resolution of usually more than a second.

This patch changes the source of this information to the outputs.  If
a chunk has been played by all outputs, the "elapsed" time stamp is
updated.

The new command PLAYER_COMMAND_REFRESH makes the player thread update
its status information: it tells the outputs to update the chunk time
stamp.  After that, player_control.elapsed_time is current.
This commit is contained in:
Max Kellermann
2009-10-08 22:09:25 +02:00
parent 47b5e73a15
commit 448aefaace
5 changed files with 42 additions and 4 deletions

View File

@@ -151,7 +151,6 @@ player_wait_for_decoder(struct player *player)
player->song = pc.next_song;
pc.next_song = NULL;
pc.elapsed_time = 0;
player->queued = false;
/* set the "starting" flag, which will be cleared by
@@ -330,7 +329,6 @@ static bool player_seek_decoder(struct player *player)
return false;
}
pc.elapsed_time = where;
player_command_finished();
player->xfade = XFADE_UNKNOWN;
@@ -409,6 +407,14 @@ static void player_process_command(struct player *player)
player->queued = false;
player_command_finished();
break;
case PLAYER_COMMAND_REFRESH:
if (audio_format_defined(&player->play_audio_format))
audio_output_all_check();
pc.elapsed_time = audio_output_all_get_elapsed_time();
player_command_finished();
break;
}
}
@@ -456,7 +462,6 @@ play_chunk(struct song *song, struct music_chunk *chunk,
return true;
}
pc.elapsed_time = chunk->times;
pc.bit_rate = chunk->bit_rate;
/* send the chunk to the audio outputs */
@@ -630,7 +635,6 @@ static void do_play(void)
return;
}
pc.elapsed_time = 0;
pc.state = PLAYER_STATE_PLAY;
player_command_finished();
@@ -813,6 +817,11 @@ static gpointer player_task(G_GNUC_UNUSED gpointer arg)
player_command_finished();
break;
case PLAYER_COMMAND_REFRESH:
/* no-op when not playing */
player_command_finished();
break;
case PLAYER_COMMAND_NONE:
notify_wait(&pc.notify);
break;