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winecoreaudio: For waveOut, don't use STOPPED state; it's redundant.
The distinction between PLAYING and STOPPED has always been whether lpPlayPtr is NULL, so just use that instead of two states.
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parent
06d705e7df
commit
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@ -87,22 +87,21 @@ AudioUnitRender( AudioUnit ci,
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* +---------+-------------+---------------+---------------------------------+
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* | state | function | event | new state |
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* +---------+-------------+---------------+---------------------------------+
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* | | open() | | STOPPED |
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* | | open() | | PLAYING |
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* | PAUSED | write() | | PAUSED |
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* | STOPPED | write() | <thrd create> | PLAYING |
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* | PLAYING | write() | HEADER | PLAYING |
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* | (other) | write() | <error> | |
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* | (any) | pause() | PAUSING | PAUSED |
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* | PAUSED | restart() | RESTARTING | PLAYING (if no thrd => STOPPED) |
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* | (any) | reset() | RESETTING | STOPPED |
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* | PAUSED | restart() | RESTARTING | PLAYING |
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* | (any) | reset() | RESETTING | PLAYING |
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* | (any) | close() | CLOSING | CLOSED |
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* +---------+-------------+---------------+---------------------------------+
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*/
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/* states of the playing device */
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#define WINE_WS_PLAYING 0
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#define WINE_WS_PLAYING 0 /* for waveOut: lpPlayPtr == NULL -> stopped */
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#define WINE_WS_PAUSED 1
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#define WINE_WS_STOPPED 2
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#define WINE_WS_STOPPED 2 /* Not used for waveOut */
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#define WINE_WS_CLOSED 3
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#define WINE_WS_OPENING 4
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#define WINE_WS_CLOSING 5
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@ -888,7 +887,7 @@ static DWORD wodOpen(WORD wDevID, LPWAVEOPENDESC lpDesc, DWORD dwFlags)
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wwo->audioUnit = audioUnit;
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wwo->streamDescription = streamFormat;
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wwo->state = WINE_WS_STOPPED;
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wwo->state = WINE_WS_PLAYING;
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wwo->wFlags = HIWORD(dwFlags & CALLBACK_TYPEMASK);
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@ -1101,9 +1100,7 @@ static void wodHelper_PlayPtrNext(WINE_WAVEOUT* wwo)
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/* We didn't loop back. Advance to the next wave header */
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wwo->lpPlayPtr = wwo->lpPlayPtr->lpNext;
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if (!wwo->lpPlayPtr)
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wwo->state = WINE_WS_STOPPED;
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else
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if (wwo->lpPlayPtr)
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wodHelper_CheckForLoopBegin(wwo);
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}
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}
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@ -1228,9 +1225,6 @@ static DWORD wodWrite(WORD wDevID, LPWAVEHDR lpWaveHdr, DWORD dwSize)
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{
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wwo->lpPlayPtr = lpWaveHdr;
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if (wwo->state == WINE_WS_STOPPED)
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wwo->state = WINE_WS_PLAYING;
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wodHelper_CheckForLoopBegin(wwo);
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wwo->dwPartialOffset = 0;
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@ -1259,9 +1253,9 @@ static DWORD wodPause(WORD wDevID)
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* the mutex while we make an Audio Unit call. Stop the Audio Unit before
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* setting the PAUSED state. In wodRestart, the order is reversed. This
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* guarantees that we can't get into a situation where the state is
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* PLAYING or STOPPED but the Audio Unit isn't running. Although we can
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* be in PAUSED state with the Audio Unit still running, that's harmless
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* because the render callback will just produce silence.
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* PLAYING but the Audio Unit isn't running. Although we can be in PAUSED
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* state with the Audio Unit still running, that's harmless because the
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* render callback will just produce silence.
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*/
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status = AudioOutputUnitStop(WOutDev[wDevID].audioUnit);
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if (status) {
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@ -1270,7 +1264,7 @@ static DWORD wodPause(WORD wDevID)
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}
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OSSpinLockLock(&WOutDev[wDevID].lock);
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if (WOutDev[wDevID].state == WINE_WS_PLAYING || WOutDev[wDevID].state == WINE_WS_STOPPED)
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if (WOutDev[wDevID].state == WINE_WS_PLAYING)
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WOutDev[wDevID].state = WINE_WS_PAUSED;
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OSSpinLockUnlock(&WOutDev[wDevID].lock);
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@ -1293,21 +1287,16 @@ static DWORD wodRestart(WORD wDevID)
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}
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/* The order of the following operations is important since we can't hold
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* the mutex while we make an Audio Unit call. Set the PLAYING/STOPPED
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* the mutex while we make an Audio Unit call. Set the PLAYING
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* state before starting the Audio Unit. In wodPause, the order is
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* reversed. This guarantees that we can't get into a situation where
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* the state is PLAYING or STOPPED but the Audio Unit isn't running.
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* the state is PLAYING but the Audio Unit isn't running.
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* Although we can be in PAUSED state with the Audio Unit still running,
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* that's harmless because the render callback will just produce silence.
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*/
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OSSpinLockLock(&WOutDev[wDevID].lock);
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if (WOutDev[wDevID].state == WINE_WS_PAUSED)
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{
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if (WOutDev[wDevID].lpPlayPtr)
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WOutDev[wDevID].state = WINE_WS_PLAYING;
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else
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WOutDev[wDevID].state = WINE_WS_STOPPED;
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}
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WOutDev[wDevID].state = WINE_WS_PLAYING;
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OSSpinLockUnlock(&WOutDev[wDevID].lock);
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status = AudioOutputUnitStart(WOutDev[wDevID].audioUnit);
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@ -1351,7 +1340,7 @@ static DWORD wodReset(WORD wDevID)
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lpSavedQueuePtr = wwo->lpQueuePtr;
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wwo->lpPlayPtr = wwo->lpQueuePtr = wwo->lpLoopPtr = NULL;
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wwo->state = WINE_WS_STOPPED;
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wwo->state = WINE_WS_PLAYING;
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wwo->dwPlayedTotal = wwo->dwWrittenTotal = 0;
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wwo->dwPartialOffset = 0; /* Clear partial wavehdr */
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