audioflinger: Handle pause /resume in stopping state
-Pre-requisite:
Perform seek on the clip. After seek the data remaining till EOS
is little more than the driver and common block buffering.
-Framework state:
Offload thread is waiting for signal from the HAL for a free
buffer. Audio Player calls sink stop on reaching EOS. Audio
track is waiting on obtain buffer for a free space in common
block to send the last buffer. The track is moved to stopping
state as input EOS is reached.
-Issue:
Perform pause/ resume in this state(STOPPING), Audio playback
does not resume.
-Fix
Ensure resume is called in stopping state if frames ready is
greater than zero.
Bug: 12870871
Change-Id: Ib1378c4ee5ce4bea655691e93de0775f7b1d2804
Signed-off-by: Glenn Kasten <gkasten@google.com>
diff --git a/services/audioflinger/Tracks.cpp b/services/audioflinger/Tracks.cpp
index f19cd88..c90bae0 100644
--- a/services/audioflinger/Tracks.cpp
+++ b/services/audioflinger/Tracks.cpp
@@ -567,7 +567,12 @@
// Don't call for fast tracks; the framesReady() could result in priority inversion
bool AudioFlinger::PlaybackThread::Track::isReady() const {
- if (mFillingUpStatus != FS_FILLING || isStopped() || isPausing() || isStopping()) {
+ if (mFillingUpStatus != FS_FILLING || isStopped() || isPausing()) {
+ return true;
+ }
+
+ if (isStopping() && framesReady() > 0) {
+ mFillingUpStatus = FS_FILLED;
return true;
}
@@ -604,7 +609,10 @@
// here the track could be either new, or restarted
// in both cases "unstop" the track
- if (state == PAUSED) {
+ // initial state-stopping. next state-pausing.
+ // What if resume is called ?
+
+ if (state == PAUSED || state == PAUSING) {
if (mResumeToStopping) {
// happened we need to resume to STOPPING_1
mState = TrackBase::STOPPING_1;
@@ -991,6 +999,29 @@
}
}
+//To be called with thread lock held
+bool AudioFlinger::PlaybackThread::Track::isResumePending() {
+
+ if (mState == RESUMING)
+ return true;
+ /* Resume is pending if track was stopping before pause was called */
+ if (mState == STOPPING_1 &&
+ mResumeToStopping)
+ return true;
+
+ return false;
+}
+
+//To be called with thread lock held
+void AudioFlinger::PlaybackThread::Track::resumeAck() {
+
+
+ if (mState == RESUMING)
+ mState = ACTIVE;
+ // Other possibility of pending resume is stopping_1 state
+ // Do not update the state from stopping as this prevents
+ //drain being called.
+}
// ----------------------------------------------------------------------------
sp<AudioFlinger::PlaybackThread::TimedTrack>