use different signals when the audio invalidates vs the video
Both audio and video renderers were working off the same invalidation signal (i.e. changing audio would also trigger a re-render of the video). This is obviously suboptimal and now they are separate.
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@@ -44,12 +44,17 @@ void AudioRenderBackend::InvalidateCache(const rational &start_range, const rati
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CacheNext();
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}
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void AudioRenderBackend::ViewerNodeChangedEvent(ViewerOutput *node)
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void AudioRenderBackend::ConnectViewer(ViewerOutput *node)
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{
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if (node != nullptr) {
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// FIXME: Hardcoded format
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SetParameters(AudioRenderingParams(node->audio_params(), SAMPLE_FMT_FLT));
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}
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connect(node, SIGNAL(AudioChangedBetween(const rational&, const rational&)), this, SLOT(InvalidateCache(const rational&, const rational&)));
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// FIXME: Hardcoded format
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SetParameters(AudioRenderingParams(node->audio_params(), SAMPLE_FMT_FLT));
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}
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void AudioRenderBackend::DisconnectViewer(ViewerOutput *node)
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{
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disconnect(node, SIGNAL(AudioChangedBetween(const rational&, const rational&)), this, SLOT(InvalidateCache(const rational&, const rational&)));
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}
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bool AudioRenderBackend::GenerateCacheIDInternal(QCryptographicHash &hash)
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