/*
- Copyright (C) 2012 Carl Hetherington <cth@carlh.net>
+ Copyright (C) 2012-2021 Carl Hetherington <cth@carlh.net>
- This program is free software; you can redistribute it and/or modify
+ This file is part of libdcp.
+
+ libdcp is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
- This program is distributed in the hope that it will be useful,
+ libdcp is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
+ along with libdcp. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file examples/make_dcp.cc
- * @brief Shows how to make a DCP from some JPEG2000 and WAV files.
+ * @brief Shows how to make a DCP from some JPEG2000 and audio data.
*/
#include <vector>
#include <string>
/* If you are using an installed libdcp, these #includes would need to be changed to
-#include <libdcp/dcp.h>
-#include <libdcp/picture_asset.h>
+#include <dcp/dcp.h>
+#include <dcp/cpl.h>
+#include <dcp/mono_picture_asset.h>
... etc. ...
*/
#include "dcp.h"
-#include "picture_asset.h"
+#include "cpl.h"
+#include "mono_picture_asset.h"
+#include "mono_picture_asset_writer.h"
#include "sound_asset.h"
+#include "sound_asset_writer.h"
#include "reel.h"
-
-/* This method returns the filename of the JPEG2000 file to use for a given frame.
- In this example, we are using the same file for each frame, so we don't bother
- looking at the frame parameter, but it will called with frame=0, frame=1, ...
-*/
-std::string
-video_frame (int /* frame */)
-{
- return "examples/help.j2c";
-}
+#include "reel_mono_picture_asset.h"
+#include "reel_sound_asset.h"
+#include <cmath>
int
main ()
{
- /* Make a DCP object. "My Film DCP" is the directory name for the DCP */
- libdcp::DCP dcp ("My Film DCP");
-
- /* Now make a CPL object.
+ /* Set up libdcp */
+ dcp::init();
- "My Film" is the title that will be shown on the projector / TMS when the DCP is ingested.
- FEATURE is the type that the projector will list the DCP as.
- 24 is the frame rate, and the DCP will be 48 frames long (ie 2 seconds at 24 fps).
- */
- boost::shared_ptr<libdcp::CPL> cpl (new libdcp::CPL ("My Film DCP", "My Film", libdcp::FEATURE, 24, 48));
+ /* Create a directory to put the DCP in */
+ boost::filesystem::create_directory("DCP");
- /* And add the CPL to the DCP */
- dcp.add_cpl (cpl);
+ /* 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.
+ */
- /* Now make a `picture asset'. This is a collection of the JPEG2000 files that make up the picture, one per frame.
- Here we're using a function (video_frame) to obtain the name of the JPEG2000 file for each frame.
+ auto picture_asset = std::make_shared<dcp::MonoPictureAsset>(dcp::Fraction(24, 1), dcp::Standard::SMPTE);
- The result will be an MXF file written to the directory "My Film DCP" (which should be the same as the DCP's
- directory above) called "video.mxf".
+ /* Start off a write to it */
+ auto picture_writer = picture_asset->start_write("DCP/picture.mxf", false);
- The other parameters specify the entry_point (the frame at which the projector should start showing the picture),
- the frame rate, the number of frames and the resolution of the frames; 1998x1080 is the DCI Flat specification
- for 2K projectors.
- */
- boost::shared_ptr<libdcp::MonoPictureAsset> picture_asset (
- new libdcp::MonoPictureAsset (video_frame, "My Film DCP", "video.mxf", 0, 24, 48, libdcp::Size (1998, 1080))
- );
-
- /* Now we will create a `sound asset', which is made up of a WAV file for each channel of audio. Here we're using
- stereo, so we add two WAV files to a vector.
-
- We could add more files here to use more channels; the file order is:
- Left
- Right
- Centre
- LFE (sub)
- Left surround
- Right surround
+ /* Write 24 frames of the same JPEG2000 file */
+ dcp::ArrayData picture("examples/help.j2c");
+ for (int i = 0; i < 24; ++i) {
+ picture_writer->write (picture);
+ }
+
+ /* And finish off */
+ 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).
*/
- std::vector<std::string> sound_files;
- sound_files.push_back ("examples/sine_440_-12dB.wav");
- sound_files.push_back ("examples/sine_880_-12dB.wav");
-
- /* Now we can create the sound asset using these files */
- boost::shared_ptr<libdcp::SoundAsset> sound_asset (
- new libdcp::SoundAsset (sound_files, "My Film DCP", "audio.mxf", 0, 24, 48)
- );
-
- /* Now that we have the assets, we can create a Reel to put them in and add it to the CPL */
- cpl->add_reel (
- boost::shared_ptr<libdcp::Reel> (
- new libdcp::Reel (picture_asset, sound_asset, boost::shared_ptr<libdcp::SubtitleAsset> ())
- )
- );
-
- /* Finally, we call this to write the XML description files to the DCP. After this, the DCP
- is ready to ingest and play.
+ 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 */
+ std::array<float, 48000> left;
+ std::array<float, 48000> right;
+ for (int i = 0; i < 48000; ++i) {
+ left[i] = sin (2 * M_PI * i * 440 / 48000) * 0.25;
+ right[i] = sin (2 * M_PI * i * 880 / 48000) * 0.25;
+ }
+ std::array<float*, 2> audio;
+ audio[0] = left.data();
+ audio[1] = right.data();
+ sound_writer->write (audio.data(), 48000);
+
+ /* And finish off */
+ sound_writer->finalize ();
+
+ /* Now create a 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.
*/
- dcp.write_xml ();
+ 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 */
+ 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::Standard::SMPTE);
return 0;
}