*/
#include "audio_decoder.h"
+#include "audio_buffers.h"
+#include "exceptions.h"
+#include "log.h"
+#include "resampler.h"
+#include "i18n.h"
+
+using std::stringstream;
+using std::list;
+using std::pair;
+using std::cout;
using boost::optional;
using boost::shared_ptr;
-AudioDecoder::AudioDecoder (shared_ptr<const Film> f, shared_ptr<AudioContent> c)
- : Decoder (f)
+AudioDecoder::AudioDecoder (shared_ptr<const Film> film, shared_ptr<const AudioContent> content)
+ : Decoder (film)
+ , _audio_content (content)
+ , _audio_position (0)
{
}
+
+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;
+}