diff options
Diffstat (limited to 'src/lib/audio_decoder.cc')
| -rw-r--r-- | src/lib/audio_decoder.cc | 107 |
1 files changed, 92 insertions, 15 deletions
diff --git a/src/lib/audio_decoder.cc b/src/lib/audio_decoder.cc index c0ef02f65..9606c378c 100644 --- a/src/lib/audio_decoder.cc +++ b/src/lib/audio_decoder.cc @@ -1,5 +1,5 @@ /* - Copyright (C) 2012 Carl Hetherington <cth@carlh.net> + Copyright (C) 2012-2014 Carl Hetherington <cth@carlh.net> This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -22,6 +22,8 @@ #include "exceptions.h" #include "log.h" #include "resampler.h" +#include "util.h" +#include "film.h" #include "i18n.h" @@ -32,27 +34,102 @@ using std::cout; using boost::optional; using boost::shared_ptr; -AudioDecoder::AudioDecoder (shared_ptr<const Film> film, shared_ptr<const AudioContent> content) - : Decoder (film) - , _audio_content (content) - , _audio_position (0) +AudioDecoder::AudioDecoder (shared_ptr<const AudioContent> content) + : _audio_content (content) + , _decoded_audio (shared_ptr<AudioBuffers> (new AudioBuffers (content->audio_channels(), 0)), 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 ())); + } +} + +shared_ptr<ContentAudio> +AudioDecoder::get_audio (AudioFrame frame, AudioFrame length, bool accurate) +{ + shared_ptr<ContentAudio> dec; + + AudioFrame const end = frame + length - 1; + + if (frame < _decoded_audio.frame || end > (_decoded_audio.frame + length * 4)) { + /* Either we have no decoded data, or what we do have is a long way from what we want: seek */ + seek (ContentTime::from_frames (frame, _audio_content->content_audio_frame_rate()), accurate); + } + + /* Now enough pass() calls will either: + * (a) give us what we want, or + * (b) hit the end of the decoder. + * + * If we are being accurate, we want the right frames, + * otherwise any frames will do. + */ + if (accurate) { + while (!pass() && _decoded_audio.audio->frames() < length) {} + } else { + while (!pass() && (_decoded_audio.frame > frame || (_decoded_audio.frame + _decoded_audio.audio->frames()) < end)) {} + } + + /* Clean up decoded */ + AudioFrame const decoded_offset = frame - _decoded_audio.frame; + AudioFrame const amount_left = _decoded_audio.audio->frames() - decoded_offset; + _decoded_audio.audio->move (decoded_offset, 0, amount_left); + _decoded_audio.audio->set_frames (amount_left); + + shared_ptr<AudioBuffers> out (new AudioBuffers (_decoded_audio.audio->channels(), length)); + out->copy_from (_decoded_audio.audio.get(), length, frame - _decoded_audio.frame, 0); + + return shared_ptr<ContentAudio> (new ContentAudio (out, frame)); } +/** Called by subclasses when audio data is ready. + * + * Audio timestamping is made hard by many factors, but perhaps the most entertaining 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, AudioContent::Frame frame) +AudioDecoder::audio (shared_ptr<const AudioBuffers> data, ContentTime time) { - Audio (data, frame); - _audio_position = frame + data->frames (); + if (_resampler) { + data = _resampler->run (data); + } + + if (!_audio_position) { + _audio_position = time.frames (_audio_content->output_audio_frame_rate ()); + } + + assert (_audio_position >= (_decoded_audio.frame + _decoded_audio.audio->frames())); + + /* Resize _decoded_audio to fit the new data */ + _decoded_audio.audio->ensure_size (_audio_position.get() + data->frames() - _decoded_audio.frame); + + /* Copy new data in */ + _decoded_audio.audio->copy_from (data.get(), data->frames(), 0, _audio_position.get() - _decoded_audio.frame); + _audio_position = _audio_position.get() + data->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 +/* XXX: called? */ +void +AudioDecoder::flush () +{ + 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 (); + } + */ +} + +void +AudioDecoder::seek (ContentTime, bool) { - return _audio_content->audio_channels () > 0; + _audio_position.reset (); } |
