/*
- 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
#include "log.h"
#include "resampler.h"
#include "util.h"
+#include "film.h"
#include "i18n.h"
using std::list;
using std::pair;
using std::cout;
+using std::min;
using boost::optional;
using boost::shared_ptr;
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 ()));
}
+
+ reset_decoded_audio ();
+}
+
+void
+AudioDecoder::reset_decoded_audio ()
+{
+ _decoded_audio = ContentAudio (shared_ptr<AudioBuffers> (new AudioBuffers (_audio_content->audio_channels(), 0)), 0);
}
-/** Audio timestamping is made hard by many factors, but the final nail in the coffin is resampling.
+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);
+ }
+
+ 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) {
+ while (!pass() && _decoded_audio.audio->frames() < length) {}
+ /* Use decoded_offset of 0, as we don't really care what frames we return */
+ } else {
+ while (!pass() && (_decoded_audio.frame > frame || (_decoded_audio.frame + _decoded_audio.audio->frames()) < end)) {}
+ decoded_offset = frame - _decoded_audio.frame;
+ }
+
+ AudioFrame const amount_left = _decoded_audio.audio->frames() - decoded_offset;
+
+ AudioFrame const to_return = min (amount_left, length);
+ shared_ptr<AudioBuffers> out (new AudioBuffers (_decoded_audio.audio->channels(), to_return));
+ out->copy_from (_decoded_audio.audio.get(), to_return, decoded_offset, 0);
+
+ /* Clean up decoded */
+ _decoded_audio.audio->move (decoded_offset + to_return, 0, amount_left - to_return);
+ _decoded_audio.audio->set_frames (amount_left - to_return);
+
+ 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.
*
}
if (!_audio_position) {
- _audio_position = time;
+ _audio_position = time.frames (_audio_content->output_audio_frame_rate ());
}
- _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 ());
+ assert (_audio_position.get() >= (_decoded_audio.frame + _decoded_audio.audio->frames()));
+
+ /* Resize _decoded_audio to fit the new data */
+ int const 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 ();
}
+/* XXX: called? */
void
AudioDecoder::flush ()
{
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 ());
+ _pending.push_back (shared_ptr<DecodedAudio> (new DecodedAudio (b, _audio_position.get ())));
+ _audio_position = _audio_position.get() + b->frames ();
}
+ */
}
void
AudioDecoder::seek (ContentTime, bool)
{
_audio_position.reset ();
+ reset_decoded_audio ();
}