/*
- Copyright (C) 2012 Carl Hetherington <cth@carlh.net>
+ Copyright (C) 2012-2014 Carl Hetherington <cth@carlh.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
#include "audio_buffers.h"
#include "exceptions.h"
#include "log.h"
+#include "resampler.h"
+#include "util.h"
+#include "film.h"
+#include "audio_processor.h"
#include "i18n.h"
using std::list;
using std::pair;
using std::cout;
+using std::min;
+using std::max;
using boost::optional;
using boost::shared_ptr;
-AudioDecoder::AudioDecoder (shared_ptr<const Film> f, shared_ptr<const AudioContent> c)
- : Decoder (f)
- , _audio_position (0)
+AudioDecoder::AudioDecoder (shared_ptr<const AudioContent> content)
+ : _audio_content (content)
{
+ if (content->resampled_audio_frame_rate() != content->audio_frame_rate() && content->audio_channels ()) {
+ _resampler.reset (new Resampler (content->audio_frame_rate(), content->resampled_audio_frame_rate(), content->audio_channels ()));
+ }
+ if (content->audio_processor ()) {
+ _processor = content->audio_processor()->clone (content->resampled_audio_frame_rate ());
+ }
+
+ reset_decoded_audio ();
+}
+
+void
+AudioDecoder::reset_decoded_audio ()
+{
+ _decoded_audio = ContentAudio (shared_ptr<AudioBuffers> (new AudioBuffers (_audio_content->processed_audio_channels(), 0)), 0);
+}
+
+shared_ptr<ContentAudio>
+AudioDecoder::get_audio (AudioFrame frame, AudioFrame length, bool accurate)
+{
+ shared_ptr<ContentAudio> dec;
+
+ AudioFrame const end = frame + length - 1;
+
+ if (frame < _decoded_audio.frame || end > (_decoded_audio.frame + length * 4)) {
+ /* Either we have no decoded data, or what we do have is a long way from what we want: seek */
+ seek (ContentTime::from_frames (frame, _audio_content->audio_frame_rate()), accurate);
+ }
+
+ /* Offset of the data that we want from the start of _decoded_audio.audio
+ (to be set up shortly)
+ */
+ AudioFrame decoded_offset = 0;
+
+ /* Now enough pass() calls will either:
+ * (a) give us what we want, or
+ * (b) hit the end of the decoder.
+ *
+ * If we are being accurate, we want the right frames,
+ * otherwise any frames will do.
+ */
+ if (accurate) {
+ /* Keep stuffing data into _decoded_audio until we have enough data, or the subclass does not want to give us any more */
+ while (!pass() && (_decoded_audio.frame > frame || (_decoded_audio.frame + _decoded_audio.audio->frames()) < end)) {}
+ decoded_offset = frame - _decoded_audio.frame;
+ } else {
+ while (!pass() && _decoded_audio.audio->frames() < length) {}
+ /* Use decoded_offset of 0, as we don't really care what frames we return */
+ }
+
+ /* The amount of data available in _decoded_audio.audio starting from `frame'. This could be -ve
+ if pass() returned true before we got enough data.
+ */
+ AudioFrame const available = _decoded_audio.audio->frames() - decoded_offset;
+
+ /* We will return either that, or the requested amount, whichever is smaller */
+ AudioFrame const to_return = max ((AudioFrame) 0, min (available, length));
+
+ /* Copy our data to the output */
+ shared_ptr<AudioBuffers> out (new AudioBuffers (_decoded_audio.audio->channels(), to_return));
+ out->copy_from (_decoded_audio.audio.get(), to_return, decoded_offset, 0);
+
+ AudioFrame const remaining = max ((AudioFrame) 0, available - to_return);
+
+ /* Clean up decoded; first, move the data after what we just returned to the start of the buffer */
+ _decoded_audio.audio->move (decoded_offset + to_return, 0, remaining);
+ /* And set up the number of frames we have left */
+ _decoded_audio.audio->set_frames (remaining);
+ /* Also bump where those frames are in terms of the content */
+ _decoded_audio.frame += decoded_offset + to_return;
+
+ return shared_ptr<ContentAudio> (new ContentAudio (out, frame));
+}
+
+/** Called by subclasses when audio data is ready.
+ *
+ * Audio timestamping is made hard by many factors, but perhaps the most entertaining 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);
+ }
+
+ if (_processor) {
+ data = _processor->run (data);
+ }
+
+ AudioFrame const frame_rate = _audio_content->resampled_audio_frame_rate ();
+
+ if (_seek_reference) {
+ /* We've had an accurate seek and now we're seeing some data */
+ ContentTime const delta = time - _seek_reference.get ();
+ AudioFrame const delta_frames = delta.frames (frame_rate);
+ if (delta_frames > 0) {
+ /* This data comes after the seek time. Pad the data with some silence. */
+ shared_ptr<AudioBuffers> padded (new AudioBuffers (data->channels(), data->frames() + delta_frames));
+ padded->make_silent ();
+ padded->copy_from (data.get(), data->frames(), 0, delta_frames);
+ data = padded;
+ time -= delta;
+ } else if (delta_frames < 0) {
+ /* This data comes before the seek time. Throw some data away */
+ AudioFrame const to_discard = min (-delta_frames, static_cast<AudioFrame> (data->frames()));
+ AudioFrame const to_keep = data->frames() - to_discard;
+ if (to_keep == 0) {
+ /* We have to throw all this data away, so keep _seek_reference and
+ try again next time some data arrives.
+ */
+ return;
+ }
+ shared_ptr<AudioBuffers> trimmed (new AudioBuffers (data->channels(), to_keep));
+ trimmed->copy_from (data.get(), to_keep, to_discard, 0);
+ data = trimmed;
+ time += ContentTime::from_frames (to_discard, frame_rate);
+ }
+ _seek_reference = optional<ContentTime> ();
+ }
+
+ if (!_audio_position) {
+ _audio_position = time.frames (frame_rate);
+ }
+
+ assert (_audio_position.get() >= (_decoded_audio.frame + _decoded_audio.audio->frames()));
+
+ /* Resize _decoded_audio to fit the new data */
+ int new_size = 0;
+ if (_decoded_audio.audio->frames() == 0) {
+ /* There's nothing in there, so just store the new data */
+ new_size = data->frames ();
+ _decoded_audio.frame = _audio_position.get ();
+ } else {
+ /* Otherwise we need to extend _decoded_audio to include the new stuff */
+ new_size = _audio_position.get() + data->frames() - _decoded_audio.frame;
+ }
+
+ _decoded_audio.audio->ensure_size (new_size);
+ _decoded_audio.audio->set_frames (new_size);
+
+ /* Copy new data in */
+ _decoded_audio.audio->copy_from (data.get(), data->frames(), 0, _audio_position.get() - _decoded_audio.frame);
+ _audio_position = _audio_position.get() + data->frames ();
+}
+
+/* XXX: called? */
+void
+AudioDecoder::flush ()
+{
+ if (!_resampler) {
+ return;
+ }
+
+ /*
+ shared_ptr<const AudioBuffers> b = _resampler->flush ();
+ if (b) {
+ _pending.push_back (shared_ptr<DecodedAudio> (new DecodedAudio (b, _audio_position.get ())));
+ _audio_position = _audio_position.get() + b->frames ();
+ }
+ */
}
void
-AudioDecoder::audio (shared_ptr<const AudioBuffers> data, AudioContent::Frame frame)
+AudioDecoder::seek (ContentTime t, bool accurate)
{
- Audio (data, frame);
- _audio_position = frame + data->frames ();
+ _audio_position.reset ();
+ reset_decoded_audio ();
+ if (accurate) {
+ _seek_reference = t;
+ }
+ if (_processor) {
+ _processor->flush ();
+ }
}