vastly improved audio
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+2
-76
@@ -14,6 +14,7 @@
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#include <QDebug>
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#include <QPainter>
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#include <QAudioOutput>
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#include <QtMath>
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extern "C" {
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@@ -31,20 +32,11 @@ ViewerWidget::ViewerWidget(QWidget *parent) :
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format.setDepthBufferSize(24);
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setFormat(format);
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// start audio sending thread
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audio_sender_thread.start();
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// error handler - retries after 250ms if we couldn't get the entire image
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retry_timer.setInterval(250);
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connect(&retry_timer, SIGNAL(timeout()), this, SLOT(retry()));
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}
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ViewerWidget::~ViewerWidget() {
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audio_sender_thread.close = true;
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audio_sender_thread.cond.wakeAll();
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audio_sender_thread.wait();
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}
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void ViewerWidget::deleteFunction() {
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// destroy all textures as well
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for (int i=0;i<sequence->clip_count();i++) {
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@@ -229,7 +221,7 @@ void ViewerWidget::compose_sequence(QVector<Clip*>& nests, bool render_audio) {
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void ViewerWidget::paintGL() {
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bool loop = true;
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while (loop) {
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while (loop) {
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loop = false;
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texture_failed = false;
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@@ -241,11 +233,6 @@ void ViewerWidget::paintGL() {
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QVector<Clip*> nests;
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compose_sequence(nests, (panel_timeline->playing || force_audio));
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// send audio to IO device
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if (panel_timeline->playing) {
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audio_sender_thread.cond.wakeAll();
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}
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if (texture_failed) {
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if (multithreaded) {
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retry_timer.start();
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@@ -256,64 +243,3 @@ void ViewerWidget::paintGL() {
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}
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}
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}
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AudioSenderThread::AudioSenderThread() : close(false) {
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connect(this, SIGNAL(finished()), this, SLOT(deleteLater()));
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}
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void AudioSenderThread::run() {
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lock.lock();
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while (true) {
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cond.wait(&lock);
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if (close) {
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break;
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} else {
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int written_bytes = 0;
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int adjusted_read_index = audio_ibuffer_read%audio_ibuffer_size;
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int max_write = audio_ibuffer_size - adjusted_read_index;
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int actual_write = send_audio_to_output(adjusted_read_index, max_write);
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written_bytes += actual_write;
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if (actual_write == max_write) {
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// got all the bytes, write again
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written_bytes += send_audio_to_output(0, audio_ibuffer_size);
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}
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qDebug() << "WB:" << written_bytes;
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}
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}
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lock.unlock();
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}
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int AudioSenderThread::send_audio_to_output(int offset, int max) {
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// send audio to device
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int actual_write = audio_io_device->write((const char*) audio_ibuffer+offset, max);
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audio_ibuffer_read += actual_write;
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// send samples to audio monitor cache
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if (panel_timeline->ui->audio_monitor->sample_cache_offset == -1) {
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panel_timeline->ui->audio_monitor->sample_cache_offset = panel_timeline->playhead;
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}
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long sample_cache_playhead = panel_timeline->ui->audio_monitor->sample_cache_offset + panel_timeline->ui->audio_monitor->sample_cache.size();
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int next_buffer_offset, buffer_offset_adjusted, i;
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int buffer_offset = get_buffer_offset_from_frame(sample_cache_playhead);
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samples.resize(av_get_channel_layout_nb_channels(sequence->audio_layout));
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samples.fill(0);
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while (buffer_offset < audio_ibuffer_read) {
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sample_cache_playhead++;
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next_buffer_offset = qMin(get_buffer_offset_from_frame(sample_cache_playhead), audio_ibuffer_read);
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while (buffer_offset < next_buffer_offset) {
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for (i=0;i<samples.size();i++) {
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buffer_offset_adjusted = buffer_offset%audio_ibuffer_size;
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samples[i] = qMax(qAbs((qint16) (((audio_ibuffer[buffer_offset_adjusted+1] & 0xFF) << 8) | (audio_ibuffer[buffer_offset_adjusted] & 0xFF))), samples[i]);
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buffer_offset += 2;
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}
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}
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panel_timeline->ui->audio_monitor->sample_cache.append(samples);
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buffer_offset = next_buffer_offset;
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}
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memset(audio_ibuffer+offset, 0, actual_write);
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return actual_write;
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}
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