Commit 92d9797b authored by Max Kellermann's avatar Max Kellermann

player: don't call STOP before CLOSE_AUDIO

playerWait() stops the player thread (twice!) and closes the output device. It should be well enough to just send CLOSE_AUDIO, without STOP. This requires a tiny change to the player thread code: make it break when CLOSE_AUDIO is sent.
parent cff923b9
......@@ -25,14 +25,6 @@
#include "os_compat.h"
#include "main_notify.h"
static void playerCloseAudio(void);
void playerWait(void)
{
playerStop();
playerCloseAudio();
}
static void set_current_song(Song *song)
{
assert(song != NULL);
......@@ -76,6 +68,14 @@ void playerStop(void)
playerQueueUnlock();
}
void playerWait(void)
{
player_command(PLAYER_COMMAND_CLOSE_AUDIO);
pc.queueState = PLAYER_QUEUE_BLANK;
playerQueueUnlock();
}
void playerKill(void) /* deprecated */
{
playerPause();
......@@ -165,12 +165,6 @@ char *getPlayerErrorStr(void)
return *error ? error : NULL;
}
static void playerCloseAudio(void)
{
playerStop();
player_command(PLAYER_COMMAND_CLOSE_AUDIO);
}
int queueSong(Song * song)
{
if (pc.queueState == PLAYER_QUEUE_BLANK) {
......
......@@ -224,7 +224,8 @@ static void decodeParent(void)
while (1) {
processDecodeInput(&do_pause, &bbp, &do_xfade,
&decodeWaitedOn, &next);
if (pc.command == PLAYER_COMMAND_STOP) {
if (pc.command == PLAYER_COMMAND_STOP ||
pc.command == PLAYER_COMMAND_CLOSE_AUDIO) {
dropBufferedAudio();
break;
}
......
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