// as threadProcess first increments the clip index
// and then processes clip in thread loop
mCurrentClipNumber = i-1;
- LOGV("startPreview:mCurrentClipNumber = %d fromMS=%d",i,fromMS);
+ LOGD("startPreview:mCurrentClipNumber = %d fromMS=%d",i,fromMS);
// Save original value
mFirstPreviewClipBeginTime = mClipList[i]->uiBeginCutTime;
if(pController->mPlayerState == VePlayerIdle) {
(pController->mCurrentClipNumber)++;
- LOGV("threadProc: playing file index %d total clips %d",
+ LOGD("threadProc: playing file index %d total clips %d",
pController->mCurrentClipNumber, pController->mNumberClipsToPreview);
if((M4OSA_UInt32)pController->mCurrentClipNumber >=
pController->mNumberClipsToPreview) {
- LOGV("All clips previewed");
+ LOGD("All clips previewed");
pController->mCurrentPlayedDuration = 0;
pController->mCurrentClipDuration = 0;
pController->mCurrentClipNumber =
pController->mStartingClipIndex;
- LOGV("Preview looping TRUE, restarting from clip index %d",
+ LOGD("Preview looping TRUE, restarting from clip index %d",
pController->mCurrentClipNumber);
// Reset the story board timestamp inside the player
break;
case MEDIA_PLAYBACK_COMPLETE:
{
- LOGV("notify:MEDIA_PLAYBACK_COMPLETE");
+ LOGD("notify:MEDIA_PLAYBACK_COMPLETE, mCurrentClipNumber = %d",
+ pController->mCurrentClipNumber);
pController->mPlayerState = VePlayerIdle;
//send progress callback with last frame timestamp