Mute pass-through, if volume is 0.

This commit is contained in:
Johns 2012-04-27 12:31:40 +02:00
parent 6dd7c2680a
commit 5456164dce

View File

@ -848,16 +848,17 @@ static int AlsaPlayRingbuffer(void)
if (!avail) { // full or buffer empty
break;
}
if (AudioSoftVolume && !AudioRing[AudioRingRead].UseAc3) {
// muting ac3, can produce disturbance
if (AudioMute || (AudioSoftVolume && !AudioRing[AudioRingRead].UseAc3)) {
// FIXME: quick&dirty cast
AudioSoftAmplifier((int16_t *) p, avail);
// FIXME: if not all are written, we double amplify them
}
frames = snd_pcm_bytes_to_frames(AlsaPCMHandle, avail);
#ifdef DEBUG
if (avail != snd_pcm_frames_to_bytes(AlsaPCMHandle, frames)) {
Error(_("audio/alsa: bytes lost -> out of sync\n"));
}
#ifdef DEBUG
#endif
for (;;) {
@ -3586,7 +3587,7 @@ void AudioEnqueue(const void *samples, int count)
return; // no setup yet
}
if (AudioRing[AudioRingWrite].UseAc3) {
buffer = (void*)samples;
buffer = (void *)samples;
} else {
//
// Convert / resample input to hardware format
@ -3897,6 +3898,7 @@ int64_t AudioGetClock(void)
void AudioSetVolume(int volume)
{
AudioVolume = volume;
AudioMute = !volume;
#ifdef USE_AUDIORING
// reduce loudness for stereo output
if (AudioStereoDescent && AudioRing[AudioRingRead].InChannels == 2