This isn't related to the hotcue cancel feature. It's a race condition between the hotcue_active and hotcue_clear controls. The hotcue_activate call previews the hotcue, and before it is released, hotcue_clear detaches the Cue from the hotcue. Once hotcue_activate gets released, the logic that would normally stop the player and seek it back to where it started is not triggered because the hotcue is cleared of its Cue.
I have a patch that I need to test, but I think it should take care of this corner case.
This isn't related to the hotcue cancel feature. It's a race condition between the hotcue_active and hotcue_clear controls. The hotcue_activate call previews the hotcue, and before it is released, hotcue_clear detaches the Cue from the hotcue. Once hotcue_activate gets released, the logic that would normally stop the player and seek it back to where it started is not triggered because the hotcue is cleared of its Cue.
I have a patch that I need to test, but I think it should take care of this corner case.