renderer: generate audio waveforms in render threads
Solves UI lag issues with long audio sequences.
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@@ -48,6 +48,7 @@ void AudioPlaybackCache::SetParameters(const AudioParams ¶ms)
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}
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params_ = params;
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visual_.set_channel_count(params_.channel_count());
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// Restart empty file so there's always "something" to play
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ClearPlaylist();
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@@ -55,7 +56,7 @@ void AudioPlaybackCache::SetParameters(const AudioParams ¶ms)
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emit ParametersChanged();
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}
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void AudioPlaybackCache::WritePCM(const TimeRange &range, SampleBufferPtr samples, const qint64 &job_time)
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void AudioPlaybackCache::WritePCM(const TimeRange &range, SampleBufferPtr samples, const AudioVisualWaveform *waveform, const qint64 &job_time)
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{
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QList<TimeRange> valid_ranges = GetValidRanges(range, job_time);
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if (valid_ranges.isEmpty()) {
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@@ -83,6 +84,7 @@ void AudioPlaybackCache::WritePCM(const TimeRange &range, SampleBufferPtr sample
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foreach (const TimeRange& r, valid_ranges) {
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rational this_segment_in = 0;
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// Write PCM to playlist
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for (auto it=playlist_.begin(); it!=playlist_.end(); it++) {
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rational this_segment_out = this_segment_in + params_.bytes_to_time((*it).size());
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@@ -138,6 +140,13 @@ void AudioPlaybackCache::WritePCM(const TimeRange &range, SampleBufferPtr sample
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// Each segment is contiguous, so this out will be the next segment's in
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this_segment_in = this_segment_out;
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}
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// Write visual
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if (waveform) {
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visual_.OverwriteSums(*waveform, r.in(), r.in() - range.in(), r.length());
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} else {
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visual_.OverwriteSilence(r.in(), r.length());
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}
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}
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foreach (const TimeRange& v, ranges_we_validated) {
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@@ -149,7 +158,7 @@ void AudioPlaybackCache::WriteSilence(const TimeRange &range, qint64 job_time)
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{
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// WritePCM will automatically fill non-existent bytes with silence, so we just have to send
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// it an empty sample buffer
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WritePCM(range, nullptr, job_time);
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WritePCM(range, nullptr, nullptr, job_time);
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}
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void AudioPlaybackCache::ShiftEvent(const rational &from_in_time, const rational &to_in_time)
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