some fixes around saved play queue loading
This commit is contained in:
+5
-1
@@ -374,6 +374,10 @@ func (a *App) LoadSavedPlayQueue() error {
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if len(queue.Tracks) == 0 {
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if len(queue.Tracks) == 0 {
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return nil
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return nil
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}
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}
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if len(a.PlaybackManager.GetPlayQueue()) > 0 {
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// don't restore play queue if the user has already queued new tracks
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return nil
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}
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if err := a.PlaybackManager.LoadTracks(queue.Tracks, Replace, false); err != nil {
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if err := a.PlaybackManager.LoadTracks(queue.Tracks, Replace, false); err != nil {
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return err
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return err
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@@ -382,7 +386,7 @@ func (a *App) LoadSavedPlayQueue() error {
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// TODO: This isn't ideal but doesn't seem to cause an audible play-for-a-split-second artifact
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// TODO: This isn't ideal but doesn't seem to cause an audible play-for-a-split-second artifact
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a.PlaybackManager.PlayTrackAt(queue.TrackIndex)
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a.PlaybackManager.PlayTrackAt(queue.TrackIndex)
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a.PlaybackManager.Pause()
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a.PlaybackManager.Pause()
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time.Sleep(75 * time.Millisecond) // MPV seek fails if run immediately after
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time.Sleep(100 * time.Millisecond) // MPV seek fails if run quickly after
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a.PlaybackManager.SeekSeconds(queue.TimePos)
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a.PlaybackManager.SeekSeconds(queue.TimePos)
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}
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}
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return nil
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return nil
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