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<title>dcpomatic/test/player_test.cc, branch debug-corruption</title>
<subtitle>DCP-o-matic DCP tools</subtitle>
<id>https://git.carlh.net/cgit/dcpomatic/atom?h=debug-corruption</id>
<link rel='self' href='https://git.carlh.net/cgit/dcpomatic/atom?h=debug-corruption'/>
<link rel='alternate' type='text/html' href='https://git.carlh.net/cgit/dcpomatic/'/>
<updated>2024-05-17T13:02:57Z</updated>
<entry>
<title>Make sure we don't say some content has audio if none will be emitted.</title>
<updated>2024-05-17T13:02:57Z</updated>
<author>
<name>Carl Hetherington</name>
<email>cth@carlh.net</email>
</author>
<published>2024-05-17T13:02:57Z</published>
<link rel='alternate' type='text/html' href='https://git.carlh.net/cgit/dcpomatic/commit/?id=afd18ea6b14373b2078b6d6dbc74c836e6843757'/>
<id>urn:sha1:afd18ea6b14373b2078b6d6dbc74c836e6843757</id>
<content type='text'>
In the FFmpeg (and shortly DCP) case we don't emit any audio if none is mapped,
so we must take this into account in the player.
</content>
</entry>
<entry>
<title>Go back to respecting the user's choice for the number of audio channels in the MXF.</title>
<updated>2023-08-06T20:05:03Z</updated>
<author>
<name>Carl Hetherington</name>
<email>cth@carlh.net</email>
</author>
<published>2023-07-25T09:04:30Z</published>
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<id>urn:sha1:02d4493e593d567b210cd7f2b98d33a345867d1d</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Don't check sound assets in some tests.</title>
<updated>2023-07-29T00:26:34Z</updated>
<author>
<name>Carl Hetherington</name>
<email>cth@carlh.net</email>
</author>
<published>2023-07-29T00:26:33Z</published>
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<id>urn:sha1:430825272e1a6cf266a184afe5acc0fa9811fff8</id>
<content type='text'>
When fiddling with MXF channel counts it makes a lot of tests fail
that probably don't need to.
</content>
</entry>
<entry>
<title>Clean up after some more tests.</title>
<updated>2023-06-29T23:59:18Z</updated>
<author>
<name>Carl Hetherington</name>
<email>cth@carlh.net</email>
</author>
<published>2023-06-29T23:59:18Z</published>
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<id>urn:sha1:d21efc88c0c5549160a55cd25d6bc2098752cf75</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Remove debug message.</title>
<updated>2023-02-27T11:52:28Z</updated>
<author>
<name>Carl Hetherington</name>
<email>cth@carlh.net</email>
</author>
<published>2023-02-27T11:52:28Z</published>
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<id>urn:sha1:8ff6586d568c4a2b0a2ac24e690d172f4c01e3c4</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Handle 2D/3D mismatches in the player (#2409).</title>
<updated>2023-02-01T00:12:38Z</updated>
<author>
<name>Carl Hetherington</name>
<email>cth@carlh.net</email>
</author>
<published>2023-01-11T22:00:25Z</published>
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<id>urn:sha1:2f12058c535045cecc226fe47b3d60da8851a862</id>
<content type='text'>
Previously if there was 2D content in a 3D project (or vice versa)
the player would emit the video anyway and the encoder would have
to deal with it.

Since previously the FFmpeg encoder did not deal with this quite
right, it seems to make sense to move the logic into the player
so that neither encoder has to worry about it.
</content>
</entry>
<entry>
<title>Noisy change to get film into AudioContent::modify_trim_start().</title>
<updated>2022-11-25T23:09:27Z</updated>
<author>
<name>Carl Hetherington</name>
<email>cth@carlh.net</email>
</author>
<published>2022-11-22T01:16:16Z</published>
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<id>urn:sha1:5799460dc38bafa1da1ce9f7bf43621d3fadf442</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add another test, including a frame rate change.</title>
<updated>2022-11-25T23:09:27Z</updated>
<author>
<name>Carl Hetherington</name>
<email>cth@carlh.net</email>
</author>
<published>2022-11-22T00:29:15Z</published>
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<id>urn:sha1:5334f1c120ed248f22a5751d47555cf94bf9b4a9</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add failing test for #2373.</title>
<updated>2022-11-25T23:09:27Z</updated>
<author>
<name>Carl Hetherington</name>
<email>cth@carlh.net</email>
</author>
<published>2022-11-21T13:00:17Z</published>
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<id>urn:sha1:26a8f0c778a4abbe12a5a461dc457aa513773de3</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix sound corruption with multiple sound files (#2368).</title>
<updated>2022-11-25T22:42:55Z</updated>
<author>
<name>Carl Hetherington</name>
<email>cth@carlh.net</email>
</author>
<published>2022-11-19T16:16:38Z</published>
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<id>urn:sha1:7d0cd227fa8cf13b04504af22301521dc231c0c7</id>
<content type='text'>
last_push_end would be initialised to the position of the content,
meaning that content at (for example) 60s into the project would
be treated as the leader, and content much earlier would then be
considered finished by the code which checks ignore_streams_behind
(as its last push was more then 5s before the leader).

This caused audio corruption, shown up by the test here.
</content>
</entry>
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