Add test for audio delay, and do it in the player rather than the decoder.
[dcpomatic.git] / src / lib / audio_decoder.cc
index df13a984a4b36416fb1120b6512aca4537484f6c..3b97cc16f2b47b2a26eac06338c689d7b90180eb 100644 (file)
 */
 
 #include "audio_decoder.h"
+#include "audio_buffers.h"
+#include "exceptions.h"
+#include "log.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> f)
+AudioDecoder::AudioDecoder (shared_ptr<const Film> f, shared_ptr<const AudioContent> c)
        : Decoder (f)
+       , _audio_position (0)
 {
 
 }
+
+void
+AudioDecoder::audio (shared_ptr<const AudioBuffers> data, AudioContent::Frame frame)
+{
+       Audio (data, frame);
+       _audio_position = frame + data->frames ();
+}