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We need to sleep a bit before destroying the player object because of a bug in Android in versions < 4.2. OpenSLES is using AudioTrack for rendering the sound. AudioTrack has a thread that pulls raw audio from the buffer queue and then passes it forward to AudioFlinger (AudioTrack::processAudioBuffer()). This thread is calling various callbacks on events, e.g. when an underrun happens or to request data. OpenSLES sets this callback on AudioTrack (audioTrack_callBack_pullFromBuffQueue() from android_AudioPlayer.cpp). Among other things this is taking a lock on the player interface. Now if we destroy the player interface object, it will first of all take the player interface lock (IObject_Destroy()). Then it destroys the audio player instance (android_audioPlayer_destroy()) which then calls stop() on the AudioTrack and deletes it. Now the destructor of AudioTrack will wait until the rendering thread (AudioTrack::processAudioBuffer()) has finished. If all this happens with bad timing it can happen that the rendering thread is currently e.g. handling underrun but did not lock the player interface object yet. Then destroying happens and takes the lock and waits for the thread to finish. Then the thread tries to take the lock and waits forever. We wait a bit before destroying the player object to make sure that the rendering thread finished whatever it was doing, and then stops (note: we called gst_opensles_ringbuffer_stop() before this already). |
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Makefile.am | ||
opensles.c | ||
opensles.h | ||
openslesringbuffer.c | ||
openslesringbuffer.h | ||
openslessink.c | ||
openslessink.h | ||
openslessrc.c | ||
openslessrc.h |