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Tweaked the way the CPU load easling logic works in Player.
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@ -335,24 +335,30 @@ void musik::core::audio::playerThreadLoop(Player* player) {
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buffer.reset(); /* important! we're done with this one locally. */
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}
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else {
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/* the output device queue is probably full. we should block and wait until
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the output lets us know that it needs more data. if we are starved for
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more than a second, try to push the buffer into the output again. this
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may happen if the sound driver has some sort of transient problem and
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is temporarily unable to process the bufer (ALSA, i'm looking at you) */
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int sleepMs = playResult;
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/* if the buffer was unable to be processed, we'll try again after
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sleepMs milliseconds */
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int sleepMs = 1000;
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/* if we were asked to sleep, that means the output's buffer is full, so
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we'll ease load on the CPU a bit by introducing an artifical delay --
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about 25% of the buffer size. however, we won't do this if visualizer is
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open becuase it makes things a bit jerky. */
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auto visualizer = vis::SelectedVisualizer();
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if (playResult >= 0 && (!visualizer || !visualizer->Visible())) {
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sleepMs = std::max((int)(player->output->Latency() * 250), sleepMs);
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/* if the playResult value >= 0, that means the output requested a
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specific callback time because its internal buffer is full. */
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if (playResult >= 0) {
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/* if there is no visualizer active, we can introduce an
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artifical delay of 25% of the buffer size to ease CPU load */
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auto visualizer = vis::SelectedVisualizer();
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if (!visualizer || !visualizer->Visible()) {
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sleepMs = std::max(
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(int)(player->output->Latency() * 250.0),
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playResult);
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}
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else {
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sleepMs = playResult;
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}
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}
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std::unique_lock<std::mutex> lock(player->queueMutex);
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player->writeToOutputCondition.wait_for(lock, std::chrono::milliseconds(sleepMs));
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player->writeToOutputCondition.wait_for(
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lock, std::chrono::milliseconds(sleepMs));
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}
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}
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/* if we're unable to obtain a buffer, it means we're out of data and the
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