#include "exceptions.h"
#include "log.h"
#include "resampler.h"
+#include "util.h"
#include "i18n.h"
using boost::optional;
using boost::shared_ptr;
-AudioDecoder::AudioDecoder (shared_ptr<const Film> film, shared_ptr<const AudioContent> content)
- : Decoder (film)
- , _audio_content (content)
- , _last_audio (0)
+AudioDecoder::AudioDecoder (shared_ptr<const AudioContent> content)
+ : _audio_content (content)
{
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);
}
-
- _pending.push_back (shared_ptr<DecodedAudio> (new DecodedAudio (data, time)));
- _last_audio = time + (data->frames() * TIME_HZ / _audio_content->output_audio_frame_rate());
+
+ if (!_audio_position) {
+ _audio_position = time;
+ }
+
+ _pending.push_back (shared_ptr<DecodedAudio> (new DecodedAudio (_audio_position.get (), data)));
+ _audio_position = _audio_position.get() + ContentTime (data->frames (), _audio_content->output_audio_frame_rate ());
}
void
shared_ptr<const AudioBuffers> b = _resampler->flush ();
if (b) {
- audio (b, _last_audio);
+ _pending.push_back (shared_ptr<DecodedAudio> (new DecodedAudio (_audio_position.get (), b)));
+ _audio_position = _audio_position.get() + ContentTime (b->frames (), _audio_content->output_audio_frame_rate ());
}
}
+
+void
+AudioDecoder::seek (ContentTime, bool)
+{
+ _audio_position.reset ();
+}