simplified and optimized samplebuffer
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@@ -85,13 +85,13 @@ protected:
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virtual void ProcessVideoFootage(TexturePtr destination, const FootageJob &stream, const rational &input_time){}
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virtual void ProcessAudioFootage(SampleBufferPtr destination, const FootageJob &stream, const TimeRange &input_time){}
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virtual void ProcessAudioFootage(SampleBuffer &destination, const FootageJob &stream, const TimeRange &input_time){}
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virtual void ProcessShader(TexturePtr destination, const Node *node, const TimeRange &range, const ShaderJob& job){}
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virtual void ProcessColorTransform(TexturePtr destination, const Node *node, const ColorTransformJob& job){}
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virtual void ProcessSamples(SampleBufferPtr destination, const Node *node, const TimeRange &range, const SampleJob &job){}
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virtual void ProcessSamples(SampleBuffer &destination, const Node *node, const TimeRange &range, const SampleJob &job){}
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virtual void ProcessFrameGeneration(TexturePtr destination, const Node *node, const GenerateJob& job){}
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@@ -102,18 +102,18 @@ protected:
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return CreateDummyTexture(p);
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}
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virtual SampleBufferPtr CreateSampleBuffer(const AudioParams ¶ms, int sample_count)
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virtual SampleBuffer CreateSampleBuffer(const AudioParams ¶ms, int sample_count)
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{
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// Return dummy by default
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return SampleBuffer::Create();
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return SampleBuffer();
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}
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SampleBufferPtr CreateSampleBuffer(const AudioParams ¶ms, const rational &length)
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SampleBuffer CreateSampleBuffer(const AudioParams ¶ms, const rational &length)
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{
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if (params.is_valid()) {
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return CreateSampleBuffer(params, params.time_to_samples(length));
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} else {
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return SampleBuffer::Create();
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return SampleBuffer();
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}
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}
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