Framefiles can now contain videos without matching audio tracks.
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1 changed files with 109 additions and 96 deletions
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@ -235,17 +235,17 @@ int32_t _loadVideoAndAudio(char *vFilename, char *aFilename, char *indexPath, bo
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// Find audio track
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v->audioTrack = FFMS_GetFirstTrackOfType(aIndex, FFMS_TYPE_AUDIO, &v->errInfo);
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if (v->audioTrack < 0) utilDie("%s", v->errInfo.Buffer);
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v->audioSource = FFMS_CreateAudioSource(aFilename, v->audioTrack, aIndex, FFMS_DELAY_FIRST_VIDEO_TRACK, &v->errInfo);
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if (v->audioSource == NULL) utilDie("%s", v->errInfo.Buffer);
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// Get audio properties
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v->audioProps = FFMS_GetAudioProperties(v->audioSource);
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if (v->audioTrack >= 0) {
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v->audioSource = FFMS_CreateAudioSource(aFilename, v->audioTrack, aIndex, FFMS_DELAY_FIRST_VIDEO_TRACK, &v->errInfo);
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if (v->audioSource == NULL) utilDie("%s", v->errInfo.Buffer);
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// Get audio properties
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v->audioProps = FFMS_GetAudioProperties(v->audioSource);
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}
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// Indicies are now part of audioSource & videoSource, so release these
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FFMS_DestroyIndex(vIndex);
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vIndex = NULL;
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if (aFilename != vFilename) {
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if ((aFilename != vFilename) && (aIndex)) {
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FFMS_DestroyIndex(aIndex);
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}
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aIndex = NULL;
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@ -258,56 +258,59 @@ int32_t _loadVideoAndAudio(char *vFilename, char *aFilename, char *indexPath, bo
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SDL_RenderSetLogicalSize(renderer, v->propFrame->EncodedWidth, v->propFrame->EncodedHeight);
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}
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// Determine audio format
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switch (v->audioProps->SampleFormat) {
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case FFMS_FMT_U8:
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v->audioFormat = AUDIO_U8;
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v->audioSampleBytes = 1;
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break;
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case FFMS_FMT_S16:
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v->audioFormat = AUDIO_S16SYS;
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v->audioSampleBytes = 2;
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break;
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case FFMS_FMT_S32:
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v->audioFormat = AUDIO_S32SYS;
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v->audioSampleBytes = 4;
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break;
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case FFMS_FMT_FLT:
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v->audioFormat = AUDIO_F32SYS;
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v->audioSampleBytes = 4;
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break;
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default:
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utilDie("Unknown audio sample format.");
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break;
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// Do we have audio?
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if (v->audioSource) {
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// Determine audio format
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switch (v->audioProps->SampleFormat) {
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case FFMS_FMT_U8:
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v->audioFormat = AUDIO_U8;
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v->audioSampleBytes = 1;
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break;
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case FFMS_FMT_S16:
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v->audioFormat = AUDIO_S16SYS;
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v->audioSampleBytes = 2;
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break;
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case FFMS_FMT_S32:
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v->audioFormat = AUDIO_S32SYS;
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v->audioSampleBytes = 4;
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break;
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case FFMS_FMT_FLT:
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v->audioFormat = AUDIO_F32SYS;
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v->audioSampleBytes = 4;
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break;
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default:
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utilDie("Unknown audio sample format.");
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break;
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}
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if (v->audioProps->Channels > 2) utilDie("Only mono and stereo audio are supported.");
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// Create audio stream to convert audio to our desired format
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v->audioStream = SDL_NewAudioStream(v->audioFormat, (Uint8)v->audioProps->Channels, v->audioProps->SampleRate, _mixFormat, _mixChannels, _mixRate);
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if (!v->audioStream) utilDie("%s", SDL_GetError());
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// Create a buffer to read audio into before conversion
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v->mixSampleSize = SDL_AUDIO_BITSIZE(_mixFormat) / 8 * _mixChannels;
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v->audioSampleSize = v->audioSampleBytes * v->audioProps->Channels;
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v->audioBufferSize = v->audioSampleSize * AUDIO_SAMPLE_PREREAD;
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v->audioBuffer = (byte *)malloc((size_t)v->audioBufferSize * sizeof(byte));
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if (!v->audioBuffer) utilDie("Unable to allocate %ld byte audio buffer.", (size_t)v->audioBufferSize * sizeof(byte));
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// Create a block of silent audio to overlay with video stream audio
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v->audioSilenceSize = (Uint32)(_mixRate * SDL_AUDIO_BITSIZE(_mixFormat) / 8 * AUDIO_SILENCE_SECONDS);
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v->audioSilenceRaw = (byte *)calloc(1, (size_t)v->audioSilenceSize * sizeof(byte));
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if (!v->audioSilenceRaw) utilDie("Unable to allocate %ld silence buffer.", v->audioSilenceSize);
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// Load silent audio
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v->silenceChunk = Mix_QuickLoad_RAW(v->audioSilenceRaw, v->audioSilenceSize);
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if (!v->silenceChunk) utilDie("%s", Mix_GetError());
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// Start silent audio playback & immediately pause it
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v->audioSilenceChannel = Mix_PlayChannel(-1, v->silenceChunk, -1);
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if (v->audioSilenceChannel < 0) utilDie("%s", Mix_GetError());
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// Register effect to provide video stream audio on this channel
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Mix_RegisterEffect(v->audioSilenceChannel, _dequeueVideoAudio, NULL, v);
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}
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if (v->audioProps->Channels > 2) utilDie("Only mono and stereo audio are supported.");
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// Create audio stream to convert audio to our desired format
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v->audioStream = SDL_NewAudioStream(v->audioFormat, (Uint8)v->audioProps->Channels, v->audioProps->SampleRate, _mixFormat, _mixChannels, _mixRate);
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if (!v->audioStream) utilDie("%s", SDL_GetError());
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// Create a buffer to read audio into before conversion
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v->mixSampleSize = SDL_AUDIO_BITSIZE(_mixFormat) / 8 * _mixChannels;
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v->audioSampleSize = v->audioSampleBytes * v->audioProps->Channels;
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v->audioBufferSize = v->audioSampleSize * AUDIO_SAMPLE_PREREAD;
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v->audioBuffer = (byte *)malloc((size_t)v->audioBufferSize * sizeof(byte));
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if (!v->audioBuffer) utilDie("Unable to allocate %ld byte audio buffer.", (size_t)v->audioBufferSize * sizeof(byte));
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// Create a block of silent audio to overlay with video stream audio
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v->audioSilenceSize = (Uint32)(_mixRate * SDL_AUDIO_BITSIZE(_mixFormat) / 8 * AUDIO_SILENCE_SECONDS);
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v->audioSilenceRaw = (byte *)calloc(1, (size_t)v->audioSilenceSize * sizeof(byte));
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if (!v->audioSilenceRaw) utilDie("Unable to allocate %ld silence buffer.", v->audioSilenceSize);
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// Load silent audio
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v->silenceChunk = Mix_QuickLoad_RAW(v->audioSilenceRaw, v->audioSilenceSize);
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if (!v->silenceChunk) utilDie("%s", Mix_GetError());
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// Start silent audio playback & immediately pause it
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v->audioSilenceChannel = Mix_PlayChannel(-1, v->silenceChunk, -1);
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if (v->audioSilenceChannel < 0) utilDie("%s", Mix_GetError());
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// Register effect to provide video stream audio on this channel
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Mix_RegisterEffect(v->audioSilenceChannel, _dequeueVideoAudio, NULL, v);
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// Default volume, in percent
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v->volumeLeft = 100;
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@ -518,16 +521,17 @@ int32_t videoUnload(int32_t playerHandle) {
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HASH_FIND_INT(_videoPlayerHash, &playerHandle, v);
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if (!v) utilDie("No video player at index %d in videoStop.", playerHandle);
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Mix_HaltChannel(v->audioSilenceChannel);
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Mix_UnregisterEffect(v->audioSilenceChannel, _dequeueVideoAudio);
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Mix_FreeChunk(v->silenceChunk);
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free(v->audioSilenceRaw);
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SDL_FreeAudioStream(v->audioStream);
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free(v->audioBuffer);
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if (v->audioSource) {
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Mix_HaltChannel(v->audioSilenceChannel);
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Mix_UnregisterEffect(v->audioSilenceChannel, _dequeueVideoAudio);
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Mix_FreeChunk(v->silenceChunk);
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free(v->audioSilenceRaw);
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SDL_FreeAudioStream(v->audioStream);
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free(v->audioBuffer);
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FFMS_DestroyAudioSource(v->audioSource);
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}
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FFMS_DestroyAudioSource(v->audioSource);
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FFMS_DestroyVideoSource(v->videoSource);
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SDL_DestroyTexture(v->videoTexture);
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#pragma GCC diagnostic push
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@ -552,7 +556,11 @@ int32_t videoUpdate(int32_t playerHandle, SDL_Texture **texture) {
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if (!v) utilDie("No video player at index %d in videoUpdate.", playerHandle);
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// Audio drift limit
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threshold = (v->audioProps->SampleRate / 2);
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if (v->audioSource) {
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threshold = (v->audioProps->SampleRate / 2);
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} else {
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threshold = 99999;
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}
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// Handle video frames (and time)
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if ((SDL_GetTicks() - v->lastTickTime >= v->frameDeltaTime) || (v->audioDelta > threshold) || v->resetTime) {
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@ -564,22 +572,23 @@ int32_t videoUpdate(int32_t playerHandle, SDL_Texture **texture) {
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}
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*texture = v->videoTexture;
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result = v->frame;
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result = v->frame;
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v->framesPlayed++;
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// Did we trip the audio sync compensation?
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if (v->audioDelta > threshold) {
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// Adjust frame rate to try and match
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if (v->audioDelta > 0) {
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v->audioAdjustment += 0.000001;
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} else {
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v->audioAdjustment -= 0.000001;
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if (v->audioSource) {
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// Did we trip the audio sync compensation?
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if (v->audioDelta > threshold) {
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// Adjust frame rate to try and match
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if (v->audioDelta > 0) {
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v->audioAdjustment += 0.000001;
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} else {
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v->audioAdjustment -= 0.000001;
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}
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}
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// Used to determine if we should play two frames rapidly to catch up to audio
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v->audioDelta = labs(v->audioPosition - (int64_t)((double)v->timestamp * 0.001 * (double)v->audioProps->SampleRate));
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}
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// Used to determine if we should play two frames rapidly to catch up to audio
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v->audioDelta = labs(v->audioPosition - (int64_t)((double)v->timestamp * 0.001 * (double)v->audioProps->SampleRate));
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//utilSay("D %ld T %ld A %f", v->audioDelta, threshold, v->audioAdjustment);
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v->frameData = FFMS_GetFrame(v->videoSource, v->frame, &v->errInfo);
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@ -598,31 +607,35 @@ int32_t videoUpdate(int32_t playerHandle, SDL_Texture **texture) {
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}
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if (v->resetTime) {
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SDL_AudioStreamClear(v->audioStream);
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v->lastTickTime = 0;
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if (v->audioSource) {
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SDL_AudioStreamClear(v->audioStream);
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v->audioPosition = (int64_t)((double)v->timestamp * 0.001 * (double)v->audioProps->SampleRate);
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v->audioDelta = 0;
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}
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v->lastTickTime = 0;
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v->frameDeltaTime = 0;
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v->audioPosition = (int64_t)((double)v->timestamp * 0.001 * (double)v->audioProps->SampleRate);
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v->resetTime = false;
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v->audioDelta = 0;
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v->framesPlayed = 0;
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v->resetTime = false;
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v->framesPlayed = 0;
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}
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}
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// Handle audio samples
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if ((v->playing) && (SDL_AudioStreamAvailable(v->audioStream) < AUDIO_STREAM_LOW_WATERMARK) && (v->audioPosition < v->audioProps->NumSamples)) {
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// Maximum samples we can read at a time
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count = AUDIO_SAMPLE_PREREAD;
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// Don't read past end of audio data
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if (v->audioPosition + count >= v->audioProps->NumSamples) {
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count = v->audioProps->NumSamples - v->audioPosition - 1;
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}
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// Are we reading anything?
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if (count > 0) {
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// Get audio from video stream
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if (FFMS_GetAudio(v->audioSource, v->audioBuffer, v->audioPosition, count, &v->errInfo)) utilDie("%s", v->errInfo.Buffer);
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// Feed it to the mixer stream
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if (SDL_AudioStreamPut(v->audioStream, v->audioBuffer, (int32_t)(count * v->audioSampleSize)) < 0) utilDie("%s", SDL_GetError());
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v->audioPosition += count;
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if (v->audioSource) {
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if ((v->playing) && (SDL_AudioStreamAvailable(v->audioStream) < AUDIO_STREAM_LOW_WATERMARK) && (v->audioPosition < v->audioProps->NumSamples)) {
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// Maximum samples we can read at a time
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count = AUDIO_SAMPLE_PREREAD;
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// Don't read past end of audio data
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if (v->audioPosition + count >= v->audioProps->NumSamples) {
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count = v->audioProps->NumSamples - v->audioPosition - 1;
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}
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// Are we reading anything?
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if (count > 0) {
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// Get audio from video stream
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if (FFMS_GetAudio(v->audioSource, v->audioBuffer, v->audioPosition, count, &v->errInfo)) utilDie("%s", v->errInfo.Buffer);
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// Feed it to the mixer stream
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if (SDL_AudioStreamPut(v->audioStream, v->audioBuffer, (int32_t)(count * v->audioSampleSize)) < 0) utilDie("%s", SDL_GetError());
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v->audioPosition += count;
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}
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}
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}
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