Fixes bugs which were due to incorrect handling of unsigned integer wrap-around:
1. Calling packet_resend() with seqnum + len greater than UINT16_MAX => infinite loop
2. Calling rtp_packet_get() with session->seqnum - seqnum greater than pktbuf_next => wrong packet
* Fix "clicks" during playback, especially on low buffer size devices
Bug had two causes: Trying to write to the prebuf ringbuffer when it was full
and writing new audio to the device without first having drained the prebuf,
thus writing out of order.
* Use snd_pcm_drain() so alsa doesn't report underrun on playback session end
Removes SNDRV_PCM_IOCTL_SYNC_PTR errors
* Fix missing error check of the return value from snd_pcm_avail (now use snd_pcm_avail_delay)
This change is preparation to use ffmpeg's resampling capabilities to keep local
audio in sync (by up/downsampling slightly). This requires that sample rates are
not fixed for a transcode profile.
Added benefit of this is that we don't need quite as many xcode profiles.
In the output implementations playback_stop() was somewhat redundant,
since device_stop() does the same.
The timer should make sure that we always close outputs (previously
they were in some cases kept open).
The commit also includes some renaming.
Player now stops 10 secs after stop command and 10 mins after pause. At
that time the outputs have probably cut the connection themselves, but
that might be ok (needs testing).
outputs_playback_start() had the problem that was not consistently invoked: If
for instance local audio playback was running and a Airplay device was then
activated, the raop's playback_start would never be invoked (and vice versa,
of course).
Instead, the player now writes the presentation timestamp every time to the
output, so it doesn't need to keep track of it from the start.
* Untie Airtunes stuff further from player and non-Airplay outputs
* Change raop.c to use rtp_common.c (step 1)
* Change heartbeat of player to 100 ticks/sec, since we have untied from
Airtunes 352 samples per packet (which equals 126 ticks/sec at 44100)
Still a lot to be done in the player, since the rtptime's in it don't
are probably broken.