diff --git a/es-core/src/components/VideoFFmpegComponent.cpp b/es-core/src/components/VideoFFmpegComponent.cpp index 7f433612d..d8db22453 100644 --- a/es-core/src/components/VideoFFmpegComponent.cpp +++ b/es-core/src/components/VideoFFmpegComponent.cpp @@ -316,14 +316,14 @@ void VideoFFmpegComponent::updatePlayer() .count()) / 1000000000.0l}; - // If there were more than 2 seconds since the last update then it's not a normal delay, for + // If there were more than 1.2 seconds since the last update then it's not a normal delay, for // example the application may have been suspended or the computer may have been 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. // The frame queues are emptied as well and the audio stream is cleared in order to // re-synchronize the streams. This is neeeded as some platforms like Android keep processing // the audio buffers before suspending the application (i.e. after rendering has stopped). - if (deltaTime > 2.0) { + if (deltaTime > 1.2) { AudioManager::getInstance().clearStream(); mTimeReference = std::chrono::high_resolution_clock::now(); while (mAudioFrameQueue.size() > 1 && mVideoFrameQueue.size() > 1 &&