#include "audio_buffers.h"
#include "exceptions.h"
#include "log.h"
+#include "resampler.h"
#include "i18n.h"
using boost::optional;
using boost::shared_ptr;
-AudioDecoder::AudioDecoder (shared_ptr<const Film> f)
- : Decoder (f)
+AudioDecoder::AudioDecoder (shared_ptr<const Film> film, shared_ptr<const AudioContent> content)
+ : Decoder (film)
+ , _audio_content (content)
, _audio_position (0)
{
-}
-
-#if 0
-void
-AudioDecoder::process_end ()
-{
- if (_swr_context) {
-
- shared_ptr<const Film> film = _film.lock ();
- assert (film);
-
- shared_ptr<AudioBuffers> out (new AudioBuffers (film->audio_mapping().dcp_channels(), 256));
-
- while (1) {
- int const frames = swr_convert (_swr_context, (uint8_t **) out->data(), 256, 0, 0);
-
- if (frames < 0) {
- throw EncodeError (_("could not run sample-rate converter"));
- }
- if (frames == 0) {
- break;
- }
-
- out->set_frames (frames);
- _writer->write (out);
- }
-
- }
}
-#endif
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;
+}