Fix player audio, almost totally broken by a stupid mistake
[dcpomatic.git] / src / lib / dcp_examiner.cc
index 50b19e2fd2918b01d0a953919af4ac531f0619cc..e369b46ff08171be8ec699b2d03ee612d4b2e1b6 100644 (file)
@@ -175,11 +175,17 @@ DCPExaminer::DCPExaminer (shared_ptr<const DCPContent> content, bool tolerant)
                        auto asset = reel->main_sound()->asset();
 
                        if (!_audio_channels) {
-                               _audio_channels = asset->active_channels();
-                       } else if (_audio_channels.get() != asset->active_channels()) {
+                               _audio_channels = asset->channels();
+                       } else if (_audio_channels.get() != asset->channels()) {
                                throw DCPError (_("Mismatched audio channel counts in DCP"));
                        }
 
+                       if (!_active_audio_channels) {
+                               _active_audio_channels = asset->active_channels();
+                       } else if (_active_audio_channels.get() != asset->active_channels()) {
+                               throw DCPError(_("Mismatched active audio channel counts in DCP"));
+                       }
+
                        if (!_audio_frame_rate) {
                                _audio_frame_rate = asset->sampling_rate ();
                        } else if (_audio_frame_rate.get() != asset->sampling_rate ()) {