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Remove WinRT code for handling paused player state, which caused issues with queued speech.
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@ -175,7 +175,7 @@ impl Backend for WinRT {
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text: &str,
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interrupt: bool,
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) -> std::result::Result<Option<UtteranceId>, Error> {
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trace!("speak({}, {})", text, interrupt);
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println!("speak({}, {})", text, interrupt);
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if interrupt {
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self.stop()?;
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}
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@ -183,16 +183,9 @@ impl Backend for WinRT {
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let content_type = stream.content_type()?;
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let source = MediaSource::create_from_stream(stream, content_type)?;
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let item = MediaPlaybackItem::create(source)?;
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let state = self.player.playback_session()?.playback_state()?;
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if state == MediaPlaybackState::Paused {
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let index = self.playback_list.current_item_index()?;
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let total = self.playback_list.items()?.size()?;
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if total != 0 && index == total - 1 {
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self.reinit_player()?;
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}
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}
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self.playback_list.items()?.append(&item)?;
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if !self.is_speaking()? {
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println!("Playing");
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self.player.play()?;
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}
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let mut uid = NEXT_UTTERANCE_ID.lock().unwrap();
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