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-rw-r--r--src/PlayerThread.cxx546
1 files changed, 277 insertions, 269 deletions
diff --git a/src/PlayerThread.cxx b/src/PlayerThread.cxx
index 250790958..543c1fcae 100644
--- a/src/PlayerThread.cxx
+++ b/src/PlayerThread.cxx
@@ -142,6 +142,132 @@ struct player {
cross_fade_chunks(0),
cross_fade_tag(NULL),
elapsed_time(0.0) {}
+
+ void ClearAndDeletePipe() {
+ pipe->Clear(buffer);
+ delete pipe;
+ }
+
+ void ClearAndReplacePipe(MusicPipe *_pipe) {
+ ClearAndDeletePipe();
+ pipe = _pipe;
+ }
+
+ void ReplacePipe(MusicPipe *_pipe) {
+ delete pipe;
+ pipe = _pipe;
+ }
+
+ /**
+ * Start the decoder.
+ *
+ * Player lock is not held.
+ */
+ void StartDecoder(MusicPipe &pipe);
+
+ /**
+ * The decoder has acknowledged the "START" command (see
+ * player::WaitForDecoder()). This function checks if the decoder
+ * initialization has completed yet.
+ *
+ * The player lock is not held.
+ */
+ bool CheckDecoderStartup();
+
+ /**
+ * Stop the decoder and clears (and frees) its music pipe.
+ *
+ * Player lock is not held.
+ */
+ void StopDecoder();
+
+ /**
+ * Is the decoder still busy on the same song as the player?
+ *
+ * Note: this function does not check if the decoder is already
+ * finished.
+ */
+ gcc_pure
+ bool IsDecoderAtCurrentSong() const {
+ assert(pipe != nullptr);
+
+ return dc.pipe == pipe;
+ }
+
+ /**
+ * Returns true if the decoder is decoding the next song (or has begun
+ * decoding it, or has finished doing it), and the player hasn't
+ * switched to that song yet.
+ */
+ gcc_pure
+ bool IsDecoderAtNextSong() const {
+ return dc.pipe != nullptr && !IsDecoderAtCurrentSong();
+ }
+
+ /**
+ * This is the handler for the #PLAYER_COMMAND_SEEK command.
+ *
+ * The player lock is not held.
+ */
+ bool SeekDecoder();
+
+ /**
+ * After the decoder has been started asynchronously, wait for
+ * the "START" command to finish. The decoder may not be
+ * initialized yet, i.e. there is no audio_format information
+ * yet.
+ *
+ * The player lock is not held.
+ */
+ bool WaitForDecoder();
+
+ /**
+ * Wrapper for audio_output_all_open(). Upon failure, it pauses the
+ * player.
+ *
+ * @return true on success
+ */
+ bool OpenOutput();
+
+ /**
+ * Obtains the next chunk from the music pipe, optionally applies
+ * cross-fading, and sends it to all audio outputs.
+ *
+ * @return true on success, false on error (playback will be stopped)
+ */
+ bool PlayNextChunk();
+
+ /**
+ * Sends a chunk of silence to the audio outputs. This is
+ * called when there is not enough decoded data in the pipe
+ * yet, to prevent underruns in the hardware buffers.
+ *
+ * The player lock is not held.
+ */
+ bool SendSilence();
+
+ /**
+ * Player lock must be held before calling.
+ */
+ void ProcessCommand();
+
+ /**
+ * This is called at the border between two songs: the audio output
+ * has consumed all chunks of the current song, and we should start
+ * sending chunks from the next one.
+ *
+ * The player lock is not held.
+ *
+ * @return true on success, false on error (playback will be stopped)
+ */
+ bool SongBorder();
+
+ /*
+ * The main loop of the player thread, during playback. This
+ * is basically a state machine, which multiplexes data
+ * between the decoder thread and the output threads.
+ */
+ void Run();
};
static void
@@ -161,18 +287,10 @@ player_command_finished(player_control &pc)
pc.Unlock();
}
-/**
- * Start the decoder.
- *
- * Player lock is not held.
- */
-static void
-player_dc_start(player &player, MusicPipe &pipe)
+void
+player::StartDecoder(MusicPipe &_pipe)
{
- player_control &pc = player.pc;
- decoder_control &dc = player.dc;
-
- assert(player.queued || pc.command == PLAYER_COMMAND_SEEK);
+ assert(queued || pc.command == PLAYER_COMMAND_SEEK);
assert(pc.next_song != NULL);
unsigned start_ms = pc.next_song->start_ms;
@@ -181,75 +299,33 @@ player_dc_start(player &player, MusicPipe &pipe)
dc.Start(pc.next_song->DupDetached(),
start_ms, pc.next_song->end_ms,
- player.buffer, pipe);
-}
-
-/**
- * Is the decoder still busy on the same song as the player?
- *
- * Note: this function does not check if the decoder is already
- * finished.
- */
-static bool
-player_dc_at_current_song(const player &player)
-{
- assert(player.pipe != NULL);
-
- return player.dc.pipe == player.pipe;
+ buffer, _pipe);
}
-/**
- * Returns true if the decoder is decoding the next song (or has begun
- * decoding it, or has finished doing it), and the player hasn't
- * switched to that song yet.
- */
-static bool
-player_dc_at_next_song(const player &player)
-{
- return player.dc.pipe != NULL && !player_dc_at_current_song(player);
-}
-
-/**
- * Stop the decoder and clears (and frees) its music pipe.
- *
- * Player lock is not held.
- */
-static void
-player_dc_stop(player &player)
+void
+player::StopDecoder()
{
- decoder_control &dc = player.dc;
-
dc.Stop();
if (dc.pipe != NULL) {
/* clear and free the decoder pipe */
- dc.pipe->Clear(player.buffer);
+ dc.pipe->Clear(buffer);
- if (dc.pipe != player.pipe)
+ if (dc.pipe != pipe)
delete dc.pipe;
dc.pipe = NULL;
}
}
-/**
- * After the decoder has been started asynchronously, wait for the
- * "START" command to finish. The decoder may not be initialized yet,
- * i.e. there is no audio_format information yet.
- *
- * The player lock is not held.
- */
-static bool
-player_wait_for_decoder(player &player)
+bool
+player::WaitForDecoder()
{
- player_control &pc = player.pc;
- decoder_control &dc = player.dc;
-
- assert(player.queued || pc.command == PLAYER_COMMAND_SEEK);
+ assert(queued || pc.command == PLAYER_COMMAND_SEEK);
assert(pc.next_song != NULL);
- player.queued = false;
+ queued = false;
Error error = dc.LockGetError();
if (error.IsDefined()) {
@@ -264,15 +340,15 @@ player_wait_for_decoder(player &player)
return false;
}
- if (player.song != NULL)
- player.song->Free();
+ if (song != nullptr)
+ song->Free();
- player.song = pc.next_song;
- player.elapsed_time = 0.0;
+ song = pc.next_song;
+ elapsed_time = 0.0;
/* set the "starting" flag, which will be cleared by
player_check_decoder_startup() */
- player.decoder_starting = true;
+ decoder_starting = true;
pc.Lock();
@@ -312,26 +388,17 @@ real_song_duration(const Song *song, double decoder_duration)
return decoder_duration - song->start_ms / 1000.0;
}
-/**
- * Wrapper for audio_output_all_open(). Upon failure, it pauses the
- * player.
- *
- * @return true on success
- */
-static bool
-player_open_output(player &player)
+bool
+player::OpenOutput()
{
- player_control &pc = player.pc;
-
- assert(player.play_audio_format.IsDefined());
+ assert(play_audio_format.IsDefined());
assert(pc.state == PLAYER_STATE_PLAY ||
pc.state == PLAYER_STATE_PAUSE);
Error error;
- if (audio_output_all_open(player.play_audio_format, player.buffer,
- error)) {
- player.output_open = true;
- player.paused = false;
+ if (audio_output_all_open(play_audio_format, buffer, error)) {
+ output_open = true;
+ paused = false;
pc.Lock();
pc.state = PLAYER_STATE_PLAY;
@@ -343,11 +410,11 @@ player_open_output(player &player)
} else {
g_warning("%s", error.GetMessage());
- player.output_open = false;
+ output_open = false;
/* pause: the user may resume playback as soon as an
audio output becomes available */
- player.paused = true;
+ paused = true;
pc.Lock();
pc.SetError(PLAYER_ERROR_OUTPUT, std::move(error));
@@ -360,20 +427,10 @@ player_open_output(player &player)
}
}
-/**
- * The decoder has acknowledged the "START" command (see
- * player_wait_for_decoder()). This function checks if the decoder
- * initialization has completed yet.
- *
- * The player lock is not held.
- */
-static bool
-player_check_decoder_startup(player &player)
+bool
+player::CheckDecoderStartup()
{
- player_control &pc = player.pc;
- decoder_control &dc = player.dc;
-
- assert(player.decoder_starting);
+ assert(decoder_starting);
dc.Lock();
@@ -392,7 +449,7 @@ player_check_decoder_startup(player &player)
dc.Unlock();
- if (player.output_open &&
+ if (output_open &&
!audio_output_all_wait(&pc, 1))
/* the output devices havn't finished playing
all chunks yet - wait for that */
@@ -405,10 +462,10 @@ player_check_decoder_startup(player &player)
idle_add(IDLE_PLAYER);
- player.play_audio_format = dc.out_audio_format;
- player.decoder_starting = false;
+ play_audio_format = dc.out_audio_format;
+ decoder_starting = false;
- if (!player.paused && !player_open_output(player)) {
+ if (!paused && !OpenOutput()) {
char *uri = dc.song->GetURI();
g_warning("problems opening audio device "
"while playing \"%s\"", uri);
@@ -428,30 +485,23 @@ player_check_decoder_startup(player &player)
}
}
-/**
- * Sends a chunk of silence to the audio outputs. This is called when
- * there is not enough decoded data in the pipe yet, to prevent
- * underruns in the hardware buffers.
- *
- * The player lock is not held.
- */
-static bool
-player_send_silence(player &player)
+bool
+player::SendSilence()
{
- assert(player.output_open);
- assert(player.play_audio_format.IsDefined());
+ assert(output_open);
+ assert(play_audio_format.IsDefined());
- struct music_chunk *chunk = player.buffer.Allocate();
+ struct music_chunk *chunk = buffer.Allocate();
if (chunk == NULL) {
g_warning("Failed to allocate silence buffer");
return false;
}
#ifndef NDEBUG
- chunk->audio_format = player.play_audio_format;
+ chunk->audio_format = play_audio_format;
#endif
- const size_t frame_size = player.play_audio_format.GetFrameSize();
+ const size_t frame_size = play_audio_format.GetFrameSize();
/* this formula ensures that we don't send
partial frames */
unsigned num_frames = sizeof(chunk->data) / frame_size;
@@ -463,63 +513,53 @@ player_send_silence(player &player)
Error error;
if (!audio_output_all_play(chunk, error)) {
g_warning("%s", error.GetMessage());
- player.buffer.Return(chunk);
+ buffer.Return(chunk);
return false;
}
return true;
}
-/**
- * This is the handler for the #PLAYER_COMMAND_SEEK command.
- *
- * The player lock is not held.
- */
-static bool player_seek_decoder(player &player)
+inline bool
+player::SeekDecoder()
{
- player_control &pc = player.pc;
- Song *song = pc.next_song;
- decoder_control &dc = player.dc;
-
assert(pc.next_song != NULL);
- const unsigned start_ms = song->start_ms;
+ const unsigned start_ms = pc.next_song->start_ms;
- if (!dc.LockIsCurrentSong(song)) {
+ if (!dc.LockIsCurrentSong(pc.next_song)) {
/* the decoder is already decoding the "next" song -
stop it and start the previous song again */
- player_dc_stop(player);
+ StopDecoder();
/* clear music chunks which might still reside in the
pipe */
- player.pipe->Clear(player.buffer);
+ pipe->Clear(buffer);
/* re-start the decoder */
- player_dc_start(player, *player.pipe);
- if (!player_wait_for_decoder(player)) {
+ StartDecoder(*pipe);
+ if (!WaitForDecoder()) {
/* decoder failure */
player_command_finished(pc);
return false;
}
} else {
- if (!player_dc_at_current_song(player)) {
+ if (!IsDecoderAtCurrentSong()) {
/* the decoder is already decoding the "next" song,
but it is the same song file; exchange the pipe */
- player.pipe->Clear(player.buffer);
- delete player.pipe;
- player.pipe = dc.pipe;
+ ClearAndReplacePipe(dc.pipe);
}
pc.next_song->Free();
pc.next_song = NULL;
- player.queued = false;
+ queued = false;
}
/* wait for the decoder to complete initialization */
- while (player.decoder_starting) {
- if (!player_check_decoder_startup(player)) {
+ while (decoder_starting) {
+ if (!CheckDecoderStartup()) {
/* decoder failure */
player_command_finished(pc);
return false;
@@ -540,28 +580,23 @@ static bool player_seek_decoder(player &player)
return false;
}
- player.elapsed_time = where;
+ elapsed_time = where;
player_command_finished(pc);
- player.xfade = XFADE_UNKNOWN;
+ xfade = XFADE_UNKNOWN;
/* re-fill the buffer after seeking */
- player.buffering = true;
+ buffering = true;
audio_output_all_cancel();
return true;
}
-/**
- * Player lock must be held before calling.
- */
-static void player_process_command(player &player)
+inline void
+player::ProcessCommand()
{
- player_control &pc = player.pc;
- gcc_unused decoder_control &dc = player.dc;
-
switch (pc.command) {
case PLAYER_COMMAND_NONE:
case PLAYER_COMMAND_STOP:
@@ -578,30 +613,30 @@ static void player_process_command(player &player)
case PLAYER_COMMAND_QUEUE:
assert(pc.next_song != NULL);
- assert(!player.queued);
- assert(!player_dc_at_next_song(player));
+ assert(!queued);
+ assert(!IsDecoderAtNextSong());
- player.queued = true;
+ queued = true;
player_command_finished_locked(pc);
break;
case PLAYER_COMMAND_PAUSE:
pc.Unlock();
- player.paused = !player.paused;
- if (player.paused) {
+ paused = !paused;
+ if (paused) {
audio_output_all_pause();
pc.Lock();
pc.state = PLAYER_STATE_PAUSE;
- } else if (!player.play_audio_format.IsDefined()) {
+ } else if (!play_audio_format.IsDefined()) {
/* the decoder hasn't provided an audio format
yet - don't open the audio device yet */
pc.Lock();
pc.state = PLAYER_STATE_PLAY;
} else {
- player_open_output(player);
+ OpenOutput();
pc.Lock();
}
@@ -611,7 +646,7 @@ static void player_process_command(player &player)
case PLAYER_COMMAND_SEEK:
pc.Unlock();
- player_seek_decoder(player);
+ SeekDecoder();
pc.Lock();
break;
@@ -624,22 +659,22 @@ static void player_process_command(player &player)
return;
}
- if (player_dc_at_next_song(player)) {
+ if (IsDecoderAtNextSong()) {
/* the decoder is already decoding the song -
stop it and reset the position */
pc.Unlock();
- player_dc_stop(player);
+ StopDecoder();
pc.Lock();
}
pc.next_song->Free();
pc.next_song = NULL;
- player.queued = false;
+ queued = false;
player_command_finished_locked(pc);
break;
case PLAYER_COMMAND_REFRESH:
- if (player.output_open && !player.paused) {
+ if (output_open && !paused) {
pc.Unlock();
audio_output_all_check();
pc.Lock();
@@ -647,7 +682,7 @@ static void player_process_command(player &player)
pc.elapsed_time = audio_output_all_get_elapsed_time();
if (pc.elapsed_time < 0.0)
- pc.elapsed_time = player.elapsed_time;
+ pc.elapsed_time = elapsed_time;
player_command_finished_locked(pc);
break;
@@ -714,18 +749,9 @@ play_chunk(player_control &pc,
return true;
}
-/**
- * Obtains the next chunk from the music pipe, optionally applies
- * cross-fading, and sends it to all audio outputs.
- *
- * @return true on success, false on error (playback will be stopped)
- */
-static bool
-play_next_chunk(player &player)
+inline bool
+player::PlayNextChunk()
{
- player_control &pc = player.pc;
- decoder_control &dc = player.dc;
-
if (!audio_output_all_wait(&pc, 64))
/* the output pipe is still large enough, don't send
another chunk */
@@ -733,38 +759,36 @@ play_next_chunk(player &player)
unsigned cross_fade_position;
struct music_chunk *chunk = NULL;
- if (player.xfade == XFADE_ENABLED &&
- player_dc_at_next_song(player) &&
- (cross_fade_position = player.pipe->GetSize())
- <= player.cross_fade_chunks) {
+ if (xfade == XFADE_ENABLED && IsDecoderAtNextSong() &&
+ (cross_fade_position = pipe->GetSize()) <= cross_fade_chunks) {
/* perform cross fade */
music_chunk *other_chunk = dc.pipe->Shift();
- if (!player.cross_fading) {
+ if (!cross_fading) {
/* beginning of the cross fade - adjust
crossFadeChunks which might be bigger than
the remaining number of chunks in the old
song */
- player.cross_fade_chunks = cross_fade_position;
- player.cross_fading = true;
+ cross_fade_chunks = cross_fade_position;
+ cross_fading = true;
}
if (other_chunk != NULL) {
- chunk = player.pipe->Shift();
+ chunk = pipe->Shift();
assert(chunk != NULL);
assert(chunk->other == NULL);
/* don't send the tags of the new song (which
is being faded in) yet; postpone it until
the current song is faded out */
- player.cross_fade_tag =
- Tag::MergeReplace(player.cross_fade_tag,
+ cross_fade_tag =
+ Tag::MergeReplace(cross_fade_tag,
other_chunk->tag);
other_chunk->tag = NULL;
if (std::isnan(pc.mixramp_delay_seconds)) {
chunk->mix_ratio = ((float)cross_fade_position)
- / player.cross_fade_chunks;
+ / cross_fade_chunks;
} else {
chunk->mix_ratio = nan("");
}
@@ -777,7 +801,7 @@ play_next_chunk(player &player)
beginning of the new song, we can
easily recover by throwing it away
now */
- player.buffer.Return(other_chunk);
+ buffer.Return(other_chunk);
other_chunk = NULL;
}
@@ -792,7 +816,7 @@ play_next_chunk(player &player)
cross fading */
dc.Unlock();
- player.xfade = XFADE_DISABLED;
+ xfade = XFADE_DISABLED;
} else {
/* wait for the decoder */
dc.Signal();
@@ -805,26 +829,24 @@ play_next_chunk(player &player)
}
if (chunk == NULL)
- chunk = player.pipe->Shift();
+ chunk = pipe->Shift();
assert(chunk != NULL);
/* insert the postponed tag if cross-fading is finished */
- if (player.xfade != XFADE_ENABLED && player.cross_fade_tag != NULL) {
- chunk->tag = Tag::MergeReplace(chunk->tag,
- player.cross_fade_tag);
- player.cross_fade_tag = NULL;
+ if (xfade != XFADE_ENABLED && cross_fade_tag != nullptr) {
+ chunk->tag = Tag::MergeReplace(chunk->tag, cross_fade_tag);
+ cross_fade_tag = nullptr;
}
/* play the current chunk */
Error error;
- if (!play_chunk(player.pc, player.song, chunk, player.buffer,
- player.play_audio_format, error)) {
+ if (!play_chunk(pc, song, chunk, buffer, play_audio_format, error)) {
g_warning("%s", error.GetMessage());
- player.buffer.Return(chunk);
+ buffer.Return(chunk);
pc.Lock();
@@ -833,7 +855,7 @@ play_next_chunk(player &player)
/* pause: the user may resume playback as soon as an
audio output becomes available */
pc.state = PLAYER_STATE_PAUSE;
- player.paused = true;
+ paused = true;
pc.Unlock();
@@ -848,45 +870,34 @@ play_next_chunk(player &player)
dc.Lock();
if (!dc.IsIdle() &&
dc.pipe->GetSize() <= (pc.buffered_before_play +
- player.buffer.GetSize() * 3) / 4)
+ buffer.GetSize() * 3) / 4)
dc.Signal();
dc.Unlock();
return true;
}
-/**
- * This is called at the border between two songs: the audio output
- * has consumed all chunks of the current song, and we should start
- * sending chunks from the next one.
- *
- * The player lock is not held.
- *
- * @return true on success, false on error (playback will be stopped)
- */
-static bool
-player_song_border(player &player)
+inline bool
+player::SongBorder()
{
- player.xfade = XFADE_UNKNOWN;
+ xfade = XFADE_UNKNOWN;
- char *uri = player.song->GetURI();
+ char *uri = song->GetURI();
g_message("played \"%s\"", uri);
g_free(uri);
- delete player.pipe;
- player.pipe = player.dc.pipe;
+ ReplacePipe(dc.pipe);
audio_output_all_song_border();
- if (!player_wait_for_decoder(player))
+ if (!WaitForDecoder())
return false;
- player_control &pc = player.pc;
pc.Lock();
const bool border_pause = pc.border_pause;
if (border_pause) {
- player.paused = true;
+ paused = true;
pc.state = PLAYER_STATE_PAUSE;
}
@@ -898,28 +909,20 @@ player_song_border(player &player)
return true;
}
-/*
- * The main loop of the player thread, during playback. This is
- * basically a state machine, which multiplexes data between the
- * decoder thread and the output threads.
- */
-static void
-do_play(player_control &pc, decoder_control &dc,
- MusicBuffer &buffer)
+inline void
+player::Run()
{
- player player(pc, dc, buffer);
-
pc.Unlock();
- player.pipe = new MusicPipe();
+ pipe = new MusicPipe();
- player_dc_start(player, *player.pipe);
- if (!player_wait_for_decoder(player)) {
- assert(player.song == NULL);
+ StartDecoder(*pipe);
+ if (!WaitForDecoder()) {
+ assert(song == NULL);
- player_dc_stop(player);
+ StopDecoder();
player_command_finished(pc);
- delete player.pipe;
+ delete pipe;
GlobalEvents::Emit(GlobalEvents::PLAYLIST);
pc.Lock();
return;
@@ -929,12 +932,12 @@ do_play(player_control &pc, decoder_control &dc,
pc.state = PLAYER_STATE_PLAY;
if (pc.command == PLAYER_COMMAND_SEEK)
- player.elapsed_time = pc.seek_where;
+ elapsed_time = pc.seek_where;
player_command_finished_locked(pc);
while (true) {
- player_process_command(player);
+ ProcessCommand();
if (pc.command == PLAYER_COMMAND_STOP ||
pc.command == PLAYER_COMMAND_EXIT ||
pc.command == PLAYER_COMMAND_CLOSE_AUDIO) {
@@ -945,19 +948,18 @@ do_play(player_control &pc, decoder_control &dc,
pc.Unlock();
- if (player.buffering) {
+ if (buffering) {
/* buffering at the start of the song - wait
until the buffer is large enough, to
prevent stuttering on slow machines */
- if (player.pipe->GetSize() < pc.buffered_before_play &&
+ if (pipe->GetSize() < pc.buffered_before_play &&
!dc.LockIsIdle()) {
/* not enough decoded buffer space yet */
- if (!player.paused &&
- player.output_open &&
+ if (!paused && output_open &&
audio_output_all_check() < 4 &&
- !player_send_silence(player))
+ !SendSilence())
break;
dc.Lock();
@@ -968,14 +970,14 @@ do_play(player_control &pc, decoder_control &dc,
continue;
} else {
/* buffering is complete */
- player.buffering = false;
+ buffering = false;
}
}
- if (player.decoder_starting) {
+ if (decoder_starting) {
/* wait until the decoder is initialized completely */
- if (!player_check_decoder_startup(player))
+ if (!CheckDecoderStartup())
break;
pc.Lock();
@@ -985,31 +987,30 @@ do_play(player_control &pc, decoder_control &dc,
#ifndef NDEBUG
/*
music_pipe_check_format(&play_audio_format,
- player.next_song_chunk,
+ next_song_chunk,
&dc.out_audio_format);
*/
#endif
- if (dc.LockIsIdle() && player.queued &&
- dc.pipe == player.pipe) {
+ if (dc.LockIsIdle() && queued && dc.pipe == pipe) {
/* the decoder has finished the current song;
make it decode the next song */
- assert(dc.pipe == NULL || dc.pipe == player.pipe);
+ assert(dc.pipe == NULL || dc.pipe == pipe);
- player_dc_start(player, *new MusicPipe());
+ StartDecoder(*new MusicPipe());
}
if (/* no cross-fading if MPD is going to pause at the
end of the current song */
!pc.border_pause &&
- player_dc_at_next_song(player) &&
- player.xfade == XFADE_UNKNOWN &&
+ IsDecoderAtNextSong() &&
+ xfade == XFADE_UNKNOWN &&
!dc.LockIsStarting()) {
/* enable cross fading in this song? if yes,
calculate how many chunks will be required
for it */
- player.cross_fade_chunks =
+ cross_fade_chunks =
cross_fade_calc(pc.cross_fade_seconds, dc.total_time,
pc.mixramp_db,
pc.mixramp_delay_seconds,
@@ -1018,29 +1019,29 @@ do_play(player_control &pc, decoder_control &dc,
dc.mixramp_start,
dc.mixramp_prev_end,
dc.out_audio_format,
- player.play_audio_format,
- player.buffer.GetSize() -
+ play_audio_format,
+ buffer.GetSize() -
pc.buffered_before_play);
- if (player.cross_fade_chunks > 0) {
- player.xfade = XFADE_ENABLED;
- player.cross_fading = false;
+ if (cross_fade_chunks > 0) {
+ xfade = XFADE_ENABLED;
+ cross_fading = false;
} else
/* cross fading is disabled or the
next song is too short */
- player.xfade = XFADE_DISABLED;
+ xfade = XFADE_DISABLED;
}
- if (player.paused) {
+ if (paused) {
pc.Lock();
if (pc.command == PLAYER_COMMAND_NONE)
pc.Wait();
continue;
- } else if (!player.pipe->IsEmpty()) {
+ } else if (!pipe->IsEmpty()) {
/* at least one music chunk is ready - send it
to the audio output */
- play_next_chunk(player);
+ PlayNextChunk();
} else if (audio_output_all_check() > 0) {
/* not enough data from decoder, but the
output thread is still busy, so it's
@@ -1048,45 +1049,44 @@ do_play(player_control &pc, decoder_control &dc,
/* XXX synchronize in a better way */
g_usleep(10000);
- } else if (player_dc_at_next_song(player)) {
+ } else if (IsDecoderAtNextSong()) {
/* at the beginning of a new song */
- if (!player_song_border(player))
+ if (!SongBorder())
break;
} else if (dc.LockIsIdle()) {
/* check the size of the pipe again, because
the decoder thread may have added something
since we last checked */
- if (player.pipe->IsEmpty()) {
+ if (pipe->IsEmpty()) {
/* wait for the hardware to finish
playback */
audio_output_all_drain();
break;
}
- } else if (player.output_open) {
+ } else if (output_open) {
/* the decoder is too busy and hasn't provided
new PCM data in time: send silence (if the
output pipe is empty) */
- if (!player_send_silence(player))
+ if (!SendSilence())
break;
}
pc.Lock();
}
- player_dc_stop(player);
+ StopDecoder();
- player.pipe->Clear(player.buffer);
- delete player.pipe;
+ ClearAndDeletePipe();
- delete player.cross_fade_tag;
+ delete cross_fade_tag;
- if (player.song != NULL)
- player.song->Free();
+ if (song != nullptr)
+ song->Free();
pc.Lock();
- if (player.queued) {
+ if (queued) {
assert(pc.next_song != NULL);
pc.next_song->Free();
pc.next_song = NULL;
@@ -1101,6 +1101,14 @@ do_play(player_control &pc, decoder_control &dc,
pc.Lock();
}
+static void
+do_play(player_control &pc, decoder_control &dc,
+ MusicBuffer &buffer)
+{
+ player player(pc, dc, buffer);
+ player.Run();
+}
+
static gpointer
player_task(gpointer arg)
{