diff options
Diffstat (limited to 'src/lib/audio_decoder.cc')
| -rw-r--r-- | src/lib/audio_decoder.cc | 53 |
1 files changed, 42 insertions, 11 deletions
diff --git a/src/lib/audio_decoder.cc b/src/lib/audio_decoder.cc index c0ef02f65..8d3b0e128 100644 --- a/src/lib/audio_decoder.cc +++ b/src/lib/audio_decoder.cc @@ -22,6 +22,8 @@ #include "exceptions.h" #include "log.h" #include "resampler.h" +#include "util.h" +#include "film.h" #include "i18n.h" @@ -35,24 +37,53 @@ using boost::shared_ptr; AudioDecoder::AudioDecoder (shared_ptr<const Film> film, shared_ptr<const AudioContent> content) : Decoder (film) , _audio_content (content) - , _audio_position (0) { + if (content->output_audio_frame_rate() != content->content_audio_frame_rate() && content->audio_channels ()) { + _resampler.reset (new Resampler (content->content_audio_frame_rate(), content->output_audio_frame_rate(), content->audio_channels ())); + } +} + +/** Audio timestamping is made hard by many factors, but the final nail in the coffin is resampling. + * We have to assume that we are feeding continuous data into the resampler, and so we get continuous + * data out. Hence we do the timestamping here, post-resampler, just by counting samples. + * + * The time is passed in here so that after a seek we can set up our _audio_position. The + * time is ignored once this has been done. + */ +void +AudioDecoder::audio (shared_ptr<const AudioBuffers> data, ContentTime time) +{ + if (_resampler) { + data = _resampler->run (data); + } + if (!_audio_position) { + shared_ptr<const Film> film = _film.lock (); + assert (film); + FrameRateChange frc = film->active_frame_rate_change (_audio_content->position ()); + _audio_position = (double (time) / frc.speed_up) * film->audio_frame_rate() / TIME_HZ; + } + + _pending.push_back (shared_ptr<DecodedAudio> (new DecodedAudio (data, _audio_position.get ()))); + _audio_position = _audio_position.get() + data->frames (); } void -AudioDecoder::audio (shared_ptr<const AudioBuffers> data, AudioContent::Frame frame) +AudioDecoder::flush () { - Audio (data, frame); - _audio_position = frame + data->frames (); + if (!_resampler) { + return; + } + + shared_ptr<const AudioBuffers> b = _resampler->flush (); + if (b) { + _pending.push_back (shared_ptr<DecodedAudio> (new DecodedAudio (b, _audio_position.get ()))); + _audio_position = _audio_position.get() + b->frames (); + } } -/** This is a bit odd, but necessary when we have (e.g.) FFmpegDecoders with no audio. - * The player needs to know that there is no audio otherwise it will keep trying to - * pass() the decoder to get it to emit audio. - */ -bool -AudioDecoder::has_audio () const +void +AudioDecoder::seek (ContentTime, bool) { - return _audio_content->audio_channels () > 0; + _audio_position.reset (); } |
