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Don't wait for paused audio to drain. Fixes #11730.
The problem is that MythPlayer::AVSync() might pause audio while dropping a frame, and if this happens during the EOF A/V draining period, it could wait forever for the audio to drain. Alternatively or in addition, AVSync() could check that GetEof()!=kEofStateDelayed before pausing audio. Thanks to Mark Spieth for the analysis.
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