player/Thread: copy `buffered_before_play`

This commit is contained in:
Max Kellermann 2018-09-23 15:23:42 +02:00
parent a82d864c91
commit c1600bcf3d
1 changed files with 10 additions and 3 deletions

View File

@ -78,6 +78,12 @@ class Player {
*/
std::unique_ptr<Tag> cross_fade_tag;
/**
* Start playback as soon as this number of chunks has been
* pushed to the decoder pipe.
*/
const unsigned buffer_before_play;
/**
* If the decoder pipe gets consumed below this threshold,
* it's time to wake up the decoder.
@ -89,7 +95,7 @@ class Player {
const unsigned decoder_wakeup_threshold;
/**
* are we waiting for buffered_before_play?
* Are we waiting for #buffer_before_play?
*/
bool buffering = true;
@ -185,6 +191,7 @@ public:
Player(PlayerControl &_pc, DecoderControl &_dc,
MusicBuffer &_buffer) noexcept
:pc(_pc), dc(_dc), buffer(_buffer),
buffer_before_play(pc.buffered_before_play),
decoder_wakeup_threshold(buffer.GetSize() * 3 / 4)
{
}
@ -954,7 +961,7 @@ Player::Run() noexcept
until the buffer is large enough, to
prevent stuttering on slow machines */
if (pipe->GetSize() < pc.buffered_before_play &&
if (pipe->GetSize() < buffer_before_play &&
!dc.IsIdle() && !buffer.IsFull()) {
/* not enough decoded buffer space yet */
@ -1002,7 +1009,7 @@ Player::Run() noexcept
dc.out_audio_format,
play_audio_format,
buffer.GetSize() -
pc.buffered_before_play);
buffer_before_play);
if (cross_fade_chunks > 0)
xfade_state = CrossFadeState::ENABLED;
else