Don't query the track position and length quite so often. Might reduce CPU usage for issue #246
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@ -61,7 +61,8 @@ GstEngine::GstEngine()
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rg_preamp_(0.0),
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rg_compression_(true),
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seek_timer_(new QTimer(this)),
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timer_id_(-1)
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prune_scope_timer_id_(-1),
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about_to_end_timer_id_(-1)
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{
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seek_timer_->setSingleShot(true);
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seek_timer_->setInterval(kSeekDelay);
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@ -495,9 +496,7 @@ bool GstEngine::Play( uint offset ) {
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// If "Resume playback on start" is enabled, we must seek to the last position
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if (offset) Seek(offset);
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if (timer_id_ != -1)
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killTimer(timer_id_);
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timer_id_ = startTimer(kTimerInterval);
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StartTimers();
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current_sample_ = 0;
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emit StateChanged(Engine::Playing);
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@ -506,8 +505,7 @@ bool GstEngine::Play( uint offset ) {
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void GstEngine::Stop() {
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killTimer(timer_id_);
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timer_id_ = -1;
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StopTimers();
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url_ = QUrl(); // To ensure we return Empty from state()
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@ -530,8 +528,7 @@ void GstEngine::Pause() {
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current_pipeline_->SetState(GST_STATE_PAUSED);
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emit StateChanged(Engine::Paused);
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killTimer(timer_id_);
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timer_id_ = -1;
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StopTimers();
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}
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}
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@ -543,7 +540,7 @@ void GstEngine::Unpause() {
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current_pipeline_->SetState(GST_STATE_PLAYING);
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emit StateChanged(Engine::Playing);
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timer_id_ = startTimer(kTimerInterval);
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StartTimers();
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}
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}
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@ -594,23 +591,43 @@ void GstEngine::SetVolumeSW( uint percent ) {
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current_pipeline_->SetVolume(percent);
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}
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void GstEngine::StartTimers() {
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StopTimers();
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void GstEngine::timerEvent( QTimerEvent* ) {
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// keep the scope from building while we are not visible
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// this is why the timer must run as long as we are playing, and not just when
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// we are fading
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PruneScope();
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prune_scope_timer_id_ = startTimer(kPruneScopeTimerInterval);
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about_to_end_timer_id_ = startTimer(kAboutToEndTimerInterval);
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}
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// Emit TrackAboutToEnd when we're a few seconds away from finishing
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if (current_pipeline_) {
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const qint64 nanosec_position = current_pipeline_->position();
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const qint64 nanosec_length = current_pipeline_->length();
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const qint64 remaining = (nanosec_length - nanosec_position) / 1000000;
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const qint64 fudge = 100; // Mmm fudge
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const qint64 gap = autocrossfade_enabled_ ? fadeout_duration_ : kPreloadGap;
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void GstEngine::StopTimers() {
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if (prune_scope_timer_id_ != -1) {
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killTimer(prune_scope_timer_id_);
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prune_scope_timer_id_ = -1;
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}
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if (nanosec_length > 0 && remaining < gap + fudge)
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EmitAboutToEnd();
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if (about_to_end_timer_id_ != -1) {
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killTimer(about_to_end_timer_id_);
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about_to_end_timer_id_ = -1;
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}
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}
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void GstEngine::timerEvent(QTimerEvent* e) {
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if (e->timerId() == prune_scope_timer_id_) {
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// keep the scope from building while we are not visible
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// this is why the timer must run as long as we are playing, and not just when
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// we are fading
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PruneScope();
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} else if (e->timerId() == about_to_end_timer_id_) {
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// Emit TrackAboutToEnd when we're a few seconds away from finishing
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if (current_pipeline_) {
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const qint64 nanosec_position = current_pipeline_->position();
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const qint64 nanosec_length = current_pipeline_->length();
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const qint64 remaining = (nanosec_length - nanosec_position) / 1000000;
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const qint64 fudge = kAboutToEndTimerInterval + 100; // Mmm fudge
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const qint64 gap = autocrossfade_enabled_ ? fadeout_duration_ : kPreloadGap;
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if (nanosec_length > 0 && remaining < gap + fudge)
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EmitAboutToEnd();
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}
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}
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}
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@ -130,6 +130,9 @@ class GstEngine : public Engine::Base, public BufferConsumer {
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void StartFadeout();
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void StartTimers();
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void StopTimers();
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boost::shared_ptr<GstEnginePipeline> CreatePipeline(const QUrl& url);
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void UpdateScope();
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@ -137,7 +140,8 @@ class GstEngine : public Engine::Base, public BufferConsumer {
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private:
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// Interval of main timer, handles the volume fading
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static const int kTimerInterval = 40; // msec
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static const int kPruneScopeTimerInterval = 40; // msec
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static const int kAboutToEndTimerInterval = 1500; // msec
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static const int kPreloadGap = 1000; // msec
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static const int kSeekDelay = 100; // msec
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@ -172,7 +176,8 @@ class GstEngine : public Engine::Base, public BufferConsumer {
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bool waiting_to_seek_;
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uint seek_pos_;
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int timer_id_;
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int prune_scope_timer_id_;
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int about_to_end_timer_id_;
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QHash<int, boost::shared_ptr<GstEnginePipeline> > background_streams_;
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};
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