Maarten Lankhorst : quartz: Drop preroll frames in directsound renderer too .
Alexandre Julliard
julliard at winehq.org
Mon Apr 21 07:46:36 CDT 2008
Module: wine
Branch: master
Commit: d7fbc7ef8cb92c1c7811ea70dd4c68ff21002929
URL: http://source.winehq.org/git/wine.git/?a=commit;h=d7fbc7ef8cb92c1c7811ea70dd4c68ff21002929
Author: Maarten Lankhorst <m.b.lankhorst at gmail.com>
Date: Fri Apr 18 16:14:41 2008 -0700
quartz: Drop preroll frames in directsound renderer too.
---
dlls/quartz/dsoundrender.c | 9 ++++++++-
1 files changed, 8 insertions(+), 1 deletions(-)
diff --git a/dlls/quartz/dsoundrender.c b/dlls/quartz/dsoundrender.c
index 50892c0..963ec16 100644
--- a/dlls/quartz/dsoundrender.c
+++ b/dlls/quartz/dsoundrender.c
@@ -242,8 +242,15 @@ static HRESULT DSoundRender_Sample(LPVOID iface, IMediaSample * pSample)
TRACE("%p %p\n", iface, pSample);
/* Slightly incorrect, Pause completes when a frame is received so we should signal
- * pause completion here, but for sound receiving a single frame doesn't make sense
+ * pause completion here, but for sound playing a single frame doesn't make sense
*/
+
+ if (IMediaSample_IsPreroll(pSample) == S_OK)
+ {
+ TRACE("Preroll!\n");
+ return S_OK;
+ }
+
if (This->state == State_Paused)
return S_FALSE;
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