#include "exceptions.h"
#include "log.h"
#include "resampler.h"
+#include "util.h"
+#include "film.h"
#include "i18n.h"
AudioDecoder::AudioDecoder (shared_ptr<const Film> film, shared_ptr<const AudioContent> content)
: Decoder (film)
, _audio_content (content)
- , _audio_position (0)
{
+ 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 ()));
+ }
+}
+
+/** Audio timestamping is made hard by many factors, but the final nail in the coffin 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<const AudioBuffers> data, ContentTime time)
+{
+ if (_resampler) {
+ data = _resampler->run (data);
+ }
+ if (!_audio_position) {
+ shared_ptr<const Film> film = _film.lock ();
+ assert (film);
+ FrameRateChange frc = film->active_frame_rate_change (_audio_content->position ());
+ _audio_position = (double (time) / frc.speed_up) * film->audio_frame_rate() / TIME_HZ;
+ }
+
+ _pending.push_back (shared_ptr<DecodedAudio> (new DecodedAudio (data, _audio_position.get ())));
+ _audio_position = _audio_position.get() + data->frames ();
}
void
-AudioDecoder::audio (shared_ptr<const AudioBuffers> data, AudioContent::Frame frame)
+AudioDecoder::flush ()
{
- Audio (data, frame);
- _audio_position = frame + data->frames ();
+ if (!_resampler) {
+ return;
+ }
+
+ shared_ptr<const AudioBuffers> b = _resampler->flush ();
+ if (b) {
+ _pending.push_back (shared_ptr<DecodedAudio> (new DecodedAudio (b, _audio_position.get ())));
+ _audio_position = _audio_position.get() + b->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 prompting the XXX
- */
-bool
-AudioDecoder::has_audio () const
+void
+AudioDecoder::seek (ContentTime, bool)
{
- return _audio_content->channels () > 0;
+ _audio_position.reset ();
}