Remove WinRT code for handling paused player state, which caused issues with queued speech.

This commit is contained in:
Nolan Darilek 2020-10-30 10:23:24 -05:00
parent e66b8403aa
commit 0bbda0a90f
1 changed files with 2 additions and 9 deletions

View File

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