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/*
Copyright (C) 2012 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
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<const Film> film, shared_ptr<const AudioContent> content)
: Decoder (film)
, _audio_content (content)
, _audio_position (0)
{
}
void
AudioDecoder::audio (shared_ptr<const AudioBuffers> 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;
}
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