output_all: moved code to audio_output_all_wait()

Synchronization with the output thread will be implemented in
output_all.c, not in player_thread.c.  Currently, that's just a simple
g_usleep(1ms).
This commit is contained in:
Max Kellermann 2009-03-25 18:00:31 +01:00
parent 4dbf73d88b
commit 933fcf4232
3 changed files with 25 additions and 10 deletions

View File

@ -408,6 +408,18 @@ audio_output_all_check(void)
return 0;
}
bool
audio_output_all_wait(unsigned threshold)
{
if (audio_output_all_check() < threshold)
return true;
/* XXX synchronize in a better way */
g_usleep(1000);
return audio_output_all_check() < threshold;
}
void
audio_output_all_pause(void)
{

View File

@ -104,6 +104,17 @@ audio_output_all_play(struct music_chunk *chunk);
unsigned
audio_output_all_check(void);
/**
* Checks if the size of the #music_pipe is below the #threshold. If
* not, it attempts to synchronize with all output threads, and waits
* until another #music_chunk is finished.
*
* @param threshold the maximum number of chunks in the pipe
* @return true if there are less than #threshold chunks in the pipe
*/
bool
audio_output_all_wait(unsigned threshold);
/**
* Puts all audio outputs into pause mode. Most implementations will
* simply close it then.

View File

@ -192,14 +192,10 @@ player_check_decoder_startup(struct player *player)
/* the decoder is ready and ok */
if (audio_format_defined(&player->play_audio_format) &&
audio_output_all_check() > 0) {
!audio_output_all_wait(1))
/* the output devices havn't finished playing
all chunks yet - wait for that */
/* XXX synchronize in a better way */
g_usleep(1000);
return true;
}
player->decoder_starting = false;
@ -479,14 +475,10 @@ play_next_chunk(struct player *player)
unsigned cross_fade_position;
bool success;
if (audio_output_all_check() >= 64) {
if (!audio_output_all_wait(64))
/* the output pipe is still large enough, don't send
another chunk */
/* XXX synchronize in a better way */
g_usleep(1000);
return true;
}
if (player->xfade == XFADE_ENABLED &&
dc.pipe != NULL && dc.pipe != player->pipe &&