/* Copyright (C) 2012-2014 Carl Hetherington 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 the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. */ #include #include "audio_decoder.h" #include "audio_buffers.h" #include "audio_processor.h" #include "resampler.h" #include "util.h" #include "i18n.h" using std::list; using std::pair; using std::cout; using std::min; using std::max; using boost::optional; using boost::shared_ptr; AudioDecoder::AudioDecoder (shared_ptr content) : _audio_content (content) { if (content->resampled_audio_frame_rate() != content->audio_frame_rate() && content->audio_channels ()) { _resampler.reset (new Resampler (content->audio_frame_rate(), content->resampled_audio_frame_rate(), content->audio_channels ())); } if (content->audio_processor ()) { _processor = content->audio_processor()->clone (content->resampled_audio_frame_rate ()); } reset_decoded_audio (); } void AudioDecoder::reset_decoded_audio () { _decoded_audio = ContentAudio (shared_ptr (new AudioBuffers (_audio_content->processed_audio_channels(), 0)), 0); } shared_ptr AudioDecoder::get_audio (AudioFrame frame, AudioFrame length, bool accurate) { shared_ptr 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->audio_frame_rate()), accurate); } /* Offset of the data that we want from the start of _decoded_audio.audio (to be set up shortly) */ AudioFrame decoded_offset = 0; /* 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) { /* Keep stuffing data into _decoded_audio until we have enough data, or the subclass does not want to give us any more */ while ((_decoded_audio.frame > frame || (_decoded_audio.frame + _decoded_audio.audio->frames()) < end) && !pass ()) {} decoded_offset = frame - _decoded_audio.frame; } else { while (_decoded_audio.audio->frames() < length && !pass ()) {} /* Use decoded_offset of 0, as we don't really care what frames we return */ } /* The amount of data available in _decoded_audio.audio starting from `frame'. This could be -ve if pass() returned true before we got enough data. */ AudioFrame const available = _decoded_audio.audio->frames() - decoded_offset; /* We will return either that, or the requested amount, whichever is smaller */ AudioFrame const to_return = max ((AudioFrame) 0, min (available, length)); /* Copy our data to the output */ shared_ptr out (new AudioBuffers (_decoded_audio.audio->channels(), to_return)); out->copy_from (_decoded_audio.audio.get(), to_return, decoded_offset, 0); AudioFrame const remaining = max ((AudioFrame) 0, available - to_return); /* Clean up decoded; first, move the data after what we just returned to the start of the buffer */ _decoded_audio.audio->move (decoded_offset + to_return, 0, remaining); /* And set up the number of frames we have left */ _decoded_audio.audio->set_frames (remaining); /* Also bump where those frames are in terms of the content */ _decoded_audio.frame += decoded_offset + to_return; return shared_ptr (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 data, ContentTime time) { if (_resampler) { data = _resampler->run (data); } if (_processor) { data = _processor->run (data); } AudioFrame const frame_rate = _audio_content->resampled_audio_frame_rate (); if (_seek_reference) { /* We've had an accurate seek and now we're seeing some data */ ContentTime const delta = time - _seek_reference.get (); AudioFrame const delta_frames = delta.frames (frame_rate); if (delta_frames > 0) { /* This data comes after the seek time. Pad the data with some silence. */ shared_ptr padded (new AudioBuffers (data->channels(), data->frames() + delta_frames)); padded->make_silent (); padded->copy_from (data.get(), data->frames(), 0, delta_frames); data = padded; time -= delta; } else if (delta_frames < 0) { /* This data comes before the seek time. Throw some data away */ AudioFrame const to_discard = min (-delta_frames, static_cast (data->frames())); AudioFrame const to_keep = data->frames() - to_discard; if (to_keep == 0) { /* We have to throw all this data away, so keep _seek_reference and try again next time some data arrives. */ return; } shared_ptr trimmed (new AudioBuffers (data->channels(), to_keep)); trimmed->copy_from (data.get(), to_keep, to_discard, 0); data = trimmed; time += ContentTime::from_frames (to_discard, frame_rate); } _seek_reference = optional (); } if (!_audio_position) { _audio_position = time.frames (frame_rate); } assert (_audio_position.get() >= (_decoded_audio.frame + _decoded_audio.audio->frames())); add (data); } void AudioDecoder::add (shared_ptr data) { if (!_audio_position) { /* This should only happen when there is a seek followed by a flush, but we need to cope with it. */ return; } /* Resize _decoded_audio to fit the new data */ int new_size = 0; if (_decoded_audio.audio->frames() == 0) { /* There's nothing in there, so just store the new data */ new_size = data->frames (); _decoded_audio.frame = _audio_position.get (); } else { /* Otherwise we need to extend _decoded_audio to include the new stuff */ new_size = _audio_position.get() + data->frames() - _decoded_audio.frame; } _decoded_audio.audio->ensure_size (new_size); _decoded_audio.audio->set_frames (new_size); /* 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 (); /* Limit the amount of data we keep in case nobody is asking for it */ int const max_frames = _audio_content->resampled_audio_frame_rate () * 10; if (_decoded_audio.audio->frames() > max_frames) { int const to_remove = _decoded_audio.audio->frames() - max_frames; _decoded_audio.frame += to_remove; _decoded_audio.audio->move (to_remove, 0, max_frames); _decoded_audio.audio->set_frames (max_frames); } } void AudioDecoder::flush () { if (!_resampler) { return; } shared_ptr b = _resampler->flush (); if (b) { add (b); } } void AudioDecoder::seek (ContentTime t, bool accurate) { _audio_position.reset (); reset_decoded_audio (); if (accurate) { _seek_reference = t; } if (_processor) { _processor->flush (); } }