Fix delay loop condition in BPushGamesound test. It seems to work mostly fine.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@43069 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@@ -127,7 +127,7 @@ main(int argc, char *argv[])
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& media_raw_audio_format::B_AUDIO_SIZE_MASK);
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size_t decodedSize = 0;
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size_t partPos = 0;
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size_t pos = pushGameSound.CurrentPosition();
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size_t pos = 0; /*pushGameSound.CurrentPosition();*/
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key_info keyInfo;
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while (true) {
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@@ -159,6 +159,7 @@ main(int argc, char *argv[])
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printf("\rtime: %.2f",
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(double)mediaTrack->CurrentTime() / 1000000LL);
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fflush(stdout);
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continue;
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}
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@@ -168,9 +169,11 @@ main(int argc, char *argv[])
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if (bufferSize <= pos)
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pos = 0;
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// playback sync
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while (pushGameSound.CurrentPosition() == pos)
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snooze(100);
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// playback sync - wait for the buffer part we're about to fill to be
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// played
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while (pushGameSound.CurrentPosition() >= pos + bufferPartSize
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|| pushGameSound.CurrentPosition() < pos)
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snooze(1000 * framesPerBufferPart / gsFormat.frame_rate);
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// check escape key state
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if (get_key_info(&keyInfo) != B_OK) {
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