output: always call cancel() before stop()
Stopping an audio output device without cancelling its buffer doesn't make sense. Combine the two operations, which saves several cancel calls.
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@@ -152,7 +152,6 @@ static void processDecodeInput(struct player *player)
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case PLAYER_COMMAND_PAUSE:
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player->paused = !player->paused;
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if (player->paused) {
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dropBufferedAudio();
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audio_output_pause_all();
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pc.state = PLAYER_STATE_PAUSE;
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} else {
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@@ -298,10 +297,9 @@ static void do_play(void)
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break;
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}
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if (player.paused) {
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dropBufferedAudio();
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if (player.paused)
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closeAudioDevice();
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}
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pc.totalTime = dc.totalTime;
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pc.audio_format = dc.audioFormat;
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play_audio_format = ob.audioFormat;
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