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If the audio has stopped, transfer the AudioEngine state to Stopped too
This needs to be done to handle unpausable tracks correctly in the UI.
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@ -146,6 +146,15 @@ AudioEnginePrivate::onStateChanged( Phonon::State newState, Phonon::State oldSta
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q_ptr->stop();
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}
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}
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else
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{
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// We did not expect a Stop here, so do not go to the next track
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// but change the AudioEngine state
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//
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// A possible scenario where we can reach this is point if we pause
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// an stream that cannot be paused.
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q_ptr->setState( AudioEngine::Stopped );
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}
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}
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}
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