On Tue Jun 7 21:56:17 2022 +0000, **** wrote:
Zebediah Figura replied on the mailing list:
On 6/1/22 20:58, zlice wrote: > From: zlice <zlice555@gmail.com> > > Previous commit removed flushing but this causes issues in some games. > > - add flushing back > - move variable creation after initial condition returns in wm_reader_get_stream_sample. This caused some slow down. > - Remove EOS sets. Some are not what flushing did before. Had some seg faults on exiting Fallout 3 with them in. As stated in my original reply to this patch [1]: I don't think "reintroduce flushing" is the right answer here, not without understanding why it matters. The point of 5144b2766 is that flushing should not make a difference. It allows wg_parser_stream_get_event() to return more quickly, but that same cost is added to the subsequent seek or stop request, so GST_Seeking_SetPositions() or parser_cleanup_stream() will end up taking just as long. If flushing does make a difference, I think we need to understand why, and quite likely solve this a different way. [1] https://www.winehq.org/pipermail/wine-devel/2022-May/217461.html
I guess the problem is in seek somewhere then? That's what I was originally looking for but nothing stood out. I'm not really sure, not really an audio wizard. If there's an alternative I can test it out.