Add LEQ(m) when analysing audio (#1382).
[dcpomatic.git] / src / wx / film_viewer.cc
index 3a593fc556b80cd1babfba5a6dcd5c69b272a07f..cac6e8c28aebbb4687d5c21b3164c419b129be9f 100644 (file)
@@ -164,7 +164,7 @@ FilmViewer::set_film (shared_ptr<Film> film)
        }
 
        try {
-               _player.reset (new Player (_film, _film->playlist ()));
+               _player.reset (new Player(_film, _film->playlist(), _film->length()));
                _player->set_fast ();
                if (_dcp_decode_reduction) {
                        _player->set_dcp_decode_reduction (_dcp_decode_reduction);
@@ -322,6 +322,9 @@ FilmViewer::start ()
                idle_handler ();
        }
 
+       /* Take the video view's idea of position as our `playhead' and start the
+          audio stream (which is the timing reference) there.
+         */
        if (_audio.isStreamOpen()) {
                _audio.setStreamTime (_video_view->position().seconds());
                _audio.startStream ();
@@ -459,7 +462,7 @@ FilmViewer::seek (DCPTime t, bool accurate)
        }
 
        if (t >= _film->length ()) {
-               t = _film->length ();
+               t = _film->length() - one_video_frame();
        }
 
        suspend ();
@@ -468,8 +471,14 @@ FilmViewer::seek (DCPTime t, bool accurate)
        _butler->seek (t, accurate);
 
        if (!_playing) {
+               /* We're not playing, so let the GUI thread get on and
+                  come back later to get the next frame after the seek.
+               */
                request_idle_display_next_frame ();
        } else {
+               /* We're going to start playing again straight away
+                  so wait for the seek to finish.
+               */
                while (!_video_view->display_next_frame(false)) {}
        }
 
@@ -670,6 +679,14 @@ FilmViewer::dropped () const
        return _video_view->dropped ();
 }
 
+
+int
+FilmViewer::errored () const
+{
+       return _video_view->errored ();
+}
+
+
 int
 FilmViewer::gets () const
 {