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Prevent underflow during audio frame drop calculation
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@@ -182,8 +182,13 @@ void Session::sdlAudioDecodeAndPlaySample(char* sampleData, int sampleLength)
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Uint32 queuedAudio = qMax((int)SDL_GetQueuedAudioSize(s_AudioDevice) - (int)s_BaselinePendingData, 0);
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Uint32 framesQueued = queuedAudio / (SAMPLES_PER_FRAME * s_ChannelCount * sizeof(short));
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// We must check this prior to the below checks to ensure we don't
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// underflow if framesQueued - s_PendingHardDrops < 0.
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if (framesQueued <= MIN_QUEUED_FRAMES) {
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s_PendingDrops = s_PendingHardDrops = 0;
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}
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// Pend enough drops to get us back to MIN_QUEUED_FRAMES
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if (framesQueued - s_PendingHardDrops > STOP_THE_WORLD_LIMIT) {
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else if (framesQueued - s_PendingHardDrops > STOP_THE_WORLD_LIMIT) {
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s_PendingHardDrops = framesQueued - MIN_QUEUED_FRAMES;
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Pending hard drop of %u audio frames",
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@@ -194,10 +199,7 @@ void Session::sdlAudioDecodeAndPlaySample(char* sampleData, int sampleLength)
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}
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// Determine if this frame should be dropped
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if (framesQueued <= MIN_QUEUED_FRAMES) {
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s_PendingDrops = s_PendingHardDrops = 0;
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}
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else if (s_PendingHardDrops != 0) {
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if (s_PendingHardDrops != 0) {
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// Hard drops happen all at once to forcefully
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// resync with the source.
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s_PendingHardDrops--;
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