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-rw-r--r--src/lib/audio_decoder.cc54
1 files changed, 40 insertions, 14 deletions
diff --git a/src/lib/audio_decoder.cc b/src/lib/audio_decoder.cc
index c0ef02f65..32453cc13 100644
--- a/src/lib/audio_decoder.cc
+++ b/src/lib/audio_decoder.cc
@@ -22,6 +22,7 @@
#include "exceptions.h"
#include "log.h"
#include "resampler.h"
+#include "util.h"
#include "i18n.h"
@@ -32,27 +33,52 @@ 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)
{
+ 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) {
+ _audio_position = time;
+ }
+
+ _pending.push_back (shared_ptr<DecodedAudio> (new DecodedAudio (_audio_position.get (), data)));
+ _audio_position = _audio_position.get() + ContentTime (data->frames (), _audio_content->output_audio_frame_rate ());
}
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 (_audio_position.get (), b)));
+ _audio_position = _audio_position.get() + ContentTime (b->frames (), _audio_content->output_audio_frame_rate ());
+ }
}
-/** 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 ();
}