I wouldn't be quick to assume the problem can be fixed in a plug-in. It
goes quite deep.

IIRC, sychronized players are only loosely synchronized. They each fill
their own buffers, and play at their own speed (set by the clock crystal
or some derivitive thereof). Sychronization code in the server stops
them all (or at least lets them run dry) and only restarts them when
the slowest one is finished. So the pause between tracks is needed for
synchronized play. Any attempt at removing it (cross-fade, gapless
play) breaks synchronized play. 

The solution, back in R6, was expected to come from a network time
signal that all players played to. But I don't think that got into 7.
Without it, (or the pause between songs) synchronized players would
unsynch within a few songs and sound awful.

That is my recollection, although it's a year old and it is 6:30AM in
my time zone. So it could be wrong. And I've never looked at the 7 code
to see if the issues are still the same.


-- 
Michaelwagner
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View this thread: http://forums.slimdevices.com/showthread.php?t=27210

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