/* Copyright (C) 2012 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 "audio_decoder.h" #include "audio_buffers.h" #include "exceptions.h" #include "log.h" #include "resampler.h" #include "i18n.h" using std::stringstream; using std::list; using std::pair; using std::cout; using boost::optional; using boost::shared_ptr; AudioDecoder::AudioDecoder (shared_ptr film, shared_ptr content) : Decoder (film) , _audio_content (content) , _audio_position (0) { } void AudioDecoder::audio (shared_ptr data, AudioContent::Frame frame) { Audio (data, frame); _audio_position = frame + 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 { return _audio_content->audio_channels () > 0; }