/*
- Copyright (C) 2012-2014 Carl Hetherington <cth@carlh.net>
+ Copyright (C) 2012-2021 Carl Hetherington <cth@carlh.net>
This file is part of libdcp.
#include "sound_asset.h"
#include "sound_asset_writer.h"
#include "reel.h"
-#include "file.h"
#include "reel_mono_picture_asset.h"
#include "reel_sound_asset.h"
#include <cmath>
int
main ()
{
+ /* Set up libdcp */
+ dcp::init();
+
/* Create a directory to put the DCP in */
- boost::filesystem::create_directory ("DCP");
+ boost::filesystem::create_directory("DCP");
/* Make a picture asset. This is a file which combines JPEG2000 files together to make
up the video of the DCP. First, create the object, specifying a frame rate of 24 frames
per second.
*/
- boost::shared_ptr<dcp::MonoPictureAsset> picture_asset (new dcp::MonoPictureAsset (dcp::Fraction (24, 1), dcp::SMPTE));
+ auto picture_asset = std::make_shared<dcp::MonoPictureAsset>(dcp::Fraction(24, 1), dcp::Standard::SMPTE);
/* Start off a write to it */
- boost::shared_ptr<dcp::PictureAssetWriter> picture_writer = picture_asset->start_write ("DCP/picture.mxf", false);
+ auto picture_writer = picture_asset->start_write("DCP/picture.mxf", false);
/* Write 24 frames of the same JPEG2000 file */
- dcp::File picture ("examples/help.j2c");
+ dcp::ArrayData picture("examples/help.j2c");
for (int i = 0; i < 24; ++i) {
- picture_writer->write (picture.data(), picture.size());
+ picture_writer->write (picture);
}
/* And finish off */
- picture_writer->finalize ();
+ picture_writer->finalize();
/* Now create a sound MXF. As before, create an object and a writer.
When creating the object we specify the sampling rate (48kHz) and the number of channels (2).
*/
- boost::shared_ptr<dcp::SoundAsset> sound_asset (new dcp::SoundAsset (dcp::Fraction (24, 1), 48000, 2, dcp::SMPTE));
- boost::shared_ptr<dcp::SoundAssetWriter> sound_writer = sound_asset->start_write ("DCP/sound.mxf");
+ auto sound_asset = std::make_shared<dcp::SoundAsset>(dcp::Fraction(24, 1), 48000, 2, dcp::LanguageTag("en-GB"), dcp::Standard::SMPTE);
+ /* Here we must also say which of our channels will have "real" sound data in them */
+ std::vector<dcp::Channel> active_channels;
+ active_channels.push_back(dcp::Channel::LEFT);
+ active_channels.push_back(dcp::Channel::RIGHT);
+ auto sound_writer = sound_asset->start_write("DCP/sound.mxf", active_channels);
/* Write some sine waves */
- float* audio[2];
- audio[0] = new float[48000];
- audio[1] = new float[48000];
+ std::array<float, 48000> left;
+ std::array<float, 48000> right;
for (int i = 0; i < 48000; ++i) {
- audio[0][i] = sin (2 * M_PI * i * 440 / 48000) * 0.25;
- audio[1][i] = sin (2 * M_PI * i * 880 / 48000) * 0.25;
+ left[i] = sin (2 * M_PI * i * 440 / 48000) * 0.25;
+ right[i] = sin (2 * M_PI * i * 880 / 48000) * 0.25;
}
- sound_writer->write (audio, 48000);
+ std::array<float*, 2> audio;
+ audio[0] = left.data();
+ audio[1] = right.data();
+ sound_writer->write (audio.data(), 48000);
- /* And tidy up */
- delete[] audio[0];
- delete[] audio[1];
+ /* And finish off */
sound_writer->finalize ();
/* Now create a reel */
- boost::shared_ptr<dcp::Reel> reel (new dcp::Reel ());
+ auto reel = std::make_shared<dcp::Reel>();
/* Add picture and sound to it. The zeros are the `entry points', i.e. the first
(video) frame from the assets that the reel should play.
*/
- reel->add (boost::shared_ptr<dcp::ReelPictureAsset> (new dcp::ReelMonoPictureAsset (picture_asset, 0)));
- reel->add (boost::shared_ptr<dcp::ReelSoundAsset> (new dcp::ReelSoundAsset (sound_asset, 0)));
+ reel->add(std::make_shared<dcp::ReelMonoPictureAsset>(picture_asset, 0));
+ reel->add(std::make_shared<dcp::ReelSoundAsset>(sound_asset, 0));
/* Make a CPL with this reel */
- boost::shared_ptr<dcp::CPL> cpl (new dcp::CPL ("My film", dcp::FEATURE));
- cpl->add (reel);
+ auto cpl = std::make_shared<dcp::CPL>("My film", dcp::ContentKind::FEATURE);
+ cpl->add(reel);
/* Write the DCP */
dcp::DCP dcp ("DCP");
dcp.add (cpl);
- dcp.write_xml (dcp::SMPTE);
+ dcp.write_xml (dcp::Standard::SMPTE);
return 0;
}