Pre-roll to fill buffers only needs to be done once when starting
to play or when locating.
Seamless looping just continues. Every processor takes the loop
position into account locally.
// thread(s?) can restart.
g_atomic_int_inc (&_seek_counter);
_last_roll_or_reversal_location = target_sample;
- _remaining_latency_preroll = worst_latency_preroll ();
+ if (!for_loop_end) {
+ _remaining_latency_preroll = worst_latency_preroll ();
+ }
timecode_time(_transport_sample, transmitting_timecode_time); // XXX here?
/* do "stopped" stuff if: