It's basically comparing the timestamps of the incoming PES packets with the presentation clock. It's always the audio side that triggers the pause, because the video timestamps are always further into the future than the audio (due to the way the stream is muxed).
If you look at glenn 1990's log, you can see the slow drift (downwards) in the amount of buffered data - the 'Demux : Audio to render ' times - until it triggers the pause.
Tony
If you look at glenn 1990's log, you can see the slow drift (downwards) in the amount of buffered data - the 'Demux : Audio to render ' times - until it triggers the pause.
Tony