diff --git a/es-core/src/components/VideoFFmpegComponent.cpp b/es-core/src/components/VideoFFmpegComponent.cpp index d88d8156d..7f433612d 100644 --- a/es-core/src/components/VideoFFmpegComponent.cpp +++ b/es-core/src/components/VideoFFmpegComponent.cpp @@ -317,14 +317,19 @@ void VideoFFmpegComponent::updatePlayer() 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. + // 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) { + AudioManager::getInstance().clearStream(); mTimeReference = std::chrono::high_resolution_clock::now(); + while (mAudioFrameQueue.size() > 1 && mVideoFrameQueue.size() > 1 && + mAudioFrameQueue.front().pts > mVideoFrameQueue.front().pts) { + mVideoFrameQueue.pop(); + } return; }