void Sequence::SendBlankingData(void) { LogDebug(VB_SEQUENCE, "SendBlankingData()\n"); usleep(100000); if (getFPPmode() == MASTER_MODE) SendBlankingDataPacket(); BlankSequenceData(); ProcessSequenceData(0); SendSequenceData(); }
void Player::SendBlankingData(void) { usleep(100000); // FIXME, figure out a way to not need this delay // possibly by just starting thread up once more bzero(m_seqData, FPPD_MAX_CHANNELS); if (getFPPmode() == MASTER_MODE) SendBlankingDataPacket(); ProcessChannelData(); SendChannelData(m_seqData); }