Fix excessive memory usage on long plays without audio.
authorCarl Hetherington <cth@carlh.net>
Wed, 23 Jul 2014 09:06:24 +0000 (10:06 +0100)
committerCarl Hetherington <cth@carlh.net>
Wed, 23 Jul 2014 09:06:24 +0000 (10:06 +0100)
src/lib/audio_decoder.cc

index e4f98c678ad3a150987431f7f587428a07603b10..3d5698dfe52a63b21fac0166224d82ec3cc0c71c 100644 (file)
 
 #include "audio_decoder.h"
 #include "audio_buffers.h"
-#include "exceptions.h"
-#include "log.h"
+#include "audio_processor.h"
 #include "resampler.h"
 #include "util.h"
-#include "film.h"
-#include "audio_processor.h"
 
 #include "i18n.h"
 
@@ -188,6 +185,15 @@ AudioDecoder::audio (shared_ptr<const AudioBuffers> data, ContentTime time)
        /* 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 ();
+
+       /* Limit the amount of data we keep in case nobody is asking for it */
+       int const max_frames = _audio_content->resampled_audio_frame_rate () * 10;
+       if (_decoded_audio.audio->frames() > max_frames) {
+               int const to_remove = _decoded_audio.audio->frames() - max_frames;
+               _decoded_audio.frame += to_remove;
+               _decoded_audio.audio->move (to_remove, 0, max_frames);
+               _decoded_audio.audio->set_frames (max_frames);
+       }
 }
 
 /* XXX: called? */