From 3da0a3ccc368ef0a2582daccb4a8082aa84cb269 Mon Sep 17 00:00:00 2001 From: wm4 Date: Sun, 9 Mar 2014 01:26:24 +0100 Subject: audio: don't write audio when paused This is probably "safer". Without it, we will play 1 sample, because the logic was written in a way to decode 1 sample if audio is paused. 1 sample usually will initialize the audio PTS, but not play any real audio. Also see previous commit. In ancient times, this actually used 1 byte (instead of 1 sample), so clearly no sample was written, unless the audio was 8-bit mono. --- player/audio.c | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'player') diff --git a/player/audio.c b/player/audio.c index c5c3e1e9d7..5d8d60ccd1 100644 --- a/player/audio.c +++ b/player/audio.c @@ -264,6 +264,8 @@ static int write_to_ao(struct MPContext *mpctx, struct mp_audio *data, int flags #if HAVE_ENCODING encode_lavc_set_audio_pts(mpctx->encode_lavc_ctx, mpctx->ao_pts); #endif + if (data->samples == 0) + return 0; double real_samplerate = out_format.rate / mpctx->opts->playback_speed; int played = ao_play(mpctx->ao, data->planes, data->samples, flags); assert(played <= data->samples); @@ -456,6 +458,9 @@ int fill_audio_out_buffers(struct MPContext *mpctx, double endpts) } } + if (mpctx->paused) + playsize = 0; + struct mp_audio data; mp_audio_buffer_peek(mpctx->ao_buffer, &data); data.samples = MPMIN(data.samples, playsize); -- cgit v1.2.3