From 2822cadc1fc380f042fd3ef84d1d4722769b6313 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 7 Feb 2024 21:53:15 +0100 Subject: [PATCH] Putting the computer to sleep while a video was playing will no longer result in a massive fast-forward on resume --- .../src/components/VideoFFmpegComponent.cpp | 28 +++++++++++++------ 1 file changed, 20 insertions(+), 8 deletions(-) diff --git a/es-core/src/components/VideoFFmpegComponent.cpp b/es-core/src/components/VideoFFmpegComponent.cpp index 20b99463a..d88d8156d 100644 --- a/es-core/src/components/VideoFFmpegComponent.cpp +++ b/es-core/src/components/VideoFFmpegComponent.cpp @@ -310,6 +310,24 @@ void VideoFFmpegComponent::updatePlayer() if (mPaused || !mFormatContext) return; + const long double deltaTime { + static_cast(std::chrono::duration_cast( + std::chrono::high_resolution_clock::now() - mTimeReference) + .count()) / + 1000000000.0l}; + + // If there were more than 2 seconds since the last update then it's not a normal delay, for + // example the application may have been suspended or the computer was resumed from sleep. + // In this case don't proceed and instead wait for the next update. This avoids a massive + // fast-forward as the frame processing would otherwise have tried to catch up. This may + // not result in perfect video and sound synchronization on some platforms, for example + // on Android the audio buffers are emptied before suspending the application after the + // video processing has already been halted. + if (deltaTime > 2.0) { + mTimeReference = std::chrono::high_resolution_clock::now(); + return; + } + // Output any audio that has been added by the processing thread. std::unique_lock audioLock {mAudioMutex}; if (mOutputAudio.size()) { @@ -318,14 +336,8 @@ void VideoFFmpegComponent::updatePlayer() mOutputAudio.clear(); } - if (mIsActuallyPlaying && mStartTimeAccumulation) { - mAccumulatedTime = - mAccumulatedTime + - static_cast(std::chrono::duration_cast( - std::chrono::high_resolution_clock::now() - mTimeReference) - .count()) / - 1000000000.0l; - } + if (mIsActuallyPlaying && mStartTimeAccumulation) + mAccumulatedTime = mAccumulatedTime + static_cast(deltaTime); mTimeReference = std::chrono::high_resolution_clock::now();