Hi,

What is the policy for handling _speed == 0.0 on frames incoming to consumers 
from producers?
Is that anyhow different than receiving frame with _speed == 1.0 from the 
consumer’s perspective?

I think I’m doing it wrong, because my consumer uses same amount of CPU time 
whether _speed == 0 or not,
and I noticed in „melt + sdl consumer” setup there is a noticeable decrease in 
CPU usage when I pause. In some
apps, like Shotcut or kdenlive which use qglsl consumer (I think) CPU usage 
drops down to 0% on pause!

The thing is, I do nothing special when „_speed == 0.0”. So, when _speed of 
incoming frame is 0.0, i just do
get_image() and get_audio() on it, so it goes through usual resize+convert 
pipeline as if I was fetching a frame
in play state (_speed == 1.0). So the CPU usage of my consumer is the same 
whether it is playing or in pause
state. Obviously this is wrong.

I was trying to detect in code what is being done, but it seems pause isn’t 
treated like special case in neither
sdl consumer nor qglsl consumer when it comes to fetching image/audio from 
received frames. So there is something
smart going on there, just under my nose, but I can’t detect what :(


Best,
Paweł
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