Fix seek/cue point jumping.
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parent
c0d8247dfa
commit
150880028b
1 changed files with 8 additions and 10 deletions
18
player.py
18
player.py
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@ -226,9 +226,7 @@ class Player:
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self.seek(self.state.get()["loaded_item"].cue)
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else:
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# Otherwise, let's go to 0.
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self.state.update("pos", 0)
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self.state.update("pos_offset", 0)
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self.state.update("pos_true", 0)
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self.seek(0)
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return True
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@ -242,7 +240,8 @@ class Player:
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return True
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else:
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self.stopped_manually = True # Don't trigger _ended() on seeking.
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self.state.update("paused", True)
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if pos > 0:
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self.state.update("paused", True)
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self._updateState(pos=pos)
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return True
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@ -605,15 +604,14 @@ class Player:
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self.state.update("initialised", self.isInit)
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if self.isInit:
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if pos:
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self.state.update("pos", max(0, pos))
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if pos is not None:
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#self.state.update("pos_true", max(0, pos))
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self.state.update("pos", pos) # Reset back to 0 if stopped.
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self.state.update("pos_offset", 0)
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elif self.isPlaying:
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# This is the bit that makes the time actually progress during playback.
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# Get one last update in, incase we're about to pause/stop it.
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self.state.update("pos", max(0, mixer.music.get_pos() / 1000))
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# TODO this is wrong now we don't pause the mixer.
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elif not self.isPaused:
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self.state.update("pos", 0) # Reset back to 0 if stopped.
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self.state.update("pos_offset", 0)
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# If the state is changing from playing to not playing, and the user didn't stop it, the item must have ended.
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if (
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