implemented audio keyframing

This mostly builds on the keyframing we already set up for video, but the
audio renderer will now appropriately updated keyframe inputs per sample in
accordance with keyframe values.
This commit is contained in:
itsmattkc
2019-12-30 20:14:45 +11:00
parent 7cc31e01e4
commit e6c47b14f4
6 changed files with 66 additions and 28 deletions
+23 -3
View File
@@ -12,15 +12,18 @@ void AudioWorker::FrameToValue(StreamPtr stream, FramePtr frame, NodeValueTable
table->Push(NodeParam::kSamples, frame->ToByteArray());
}
void AudioWorker::RunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase *input_params, NodeValueTable *output_params)
void AudioWorker::RunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase &input_params_in, NodeValueTable *output_params)
{
// Check if node processes samples
if (!node->ProcessesSamplesFrom()) {
return;
}
// Copy database so we can make some temporary modifications to it
NodeValueDatabase input_params = input_params_in;
// Try to find the sample buffer in the table
QVariant samples_var = (*input_params)[node->ProcessesSamplesFrom()].Get(NodeParam::kSamples);
QVariant samples_var = input_params[node->ProcessesSamplesFrom()].Get(NodeParam::kSamples);
// If there isn't one, there's nothing to do
if (samples_var.isNull()) {
@@ -34,7 +37,24 @@ void AudioWorker::RunNodeAccelerated(const Node *node, const TimeRange &range, c
// FIXME: Hardcoded float sample format
for (int i=0;i<sample_count;i++) {
node->ProcessSamples(input_params,
// Calculate the exact rational time at this sample
int sample_out_of_channel = i / audio_params().channel_count();
double sample_to_second = static_cast<double>(sample_out_of_channel) / static_cast<double>(audio_params().sample_rate());
rational this_sample_time = rational::fromDouble(range.in().toDouble() + sample_to_second);
// Update all non-sample and non-footage inputs
foreach (NodeParam* param, node->parameters()) {
if (param->type() == NodeParam::kInput
&& param != node->ProcessesSamplesFrom()) {
NodeInput* input = static_cast<NodeInput*>(param);
input_params.Insert(input, ProcessInput(input,
TimeRange(this_sample_time, this_sample_time)));
}
}
node->ProcessSamples(&input_params,
audio_params(),
reinterpret_cast<const float*>(input_buffer.constData()),
reinterpret_cast<float*>(output_buffer.data()),
+1 -1
View File
@@ -11,7 +11,7 @@ public:
protected:
virtual void FrameToValue(StreamPtr stream, FramePtr frame, NodeValueTable* table) override;
virtual void RunNodeAccelerated(const Node *node, const TimeRange& range, const NodeValueDatabase *input_params, NodeValueTable* output_params) override;
virtual void RunNodeAccelerated(const Node *node, const TimeRange& range, const NodeValueDatabase& input_params, NodeValueTable* output_params) override;
private:
+2 -2
View File
@@ -138,7 +138,7 @@ void OpenGLWorker::ParametersChangedEvent()
}
}
void OpenGLWorker::RunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase *input_params, NodeValueTable *output_params)
void OpenGLWorker::RunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase &input_params, NodeValueTable *output_params)
{
OpenGLShaderPtr shader = shader_cache_->Get(node->id());
@@ -173,7 +173,7 @@ void OpenGLWorker::RunNodeAccelerated(const Node *node, const TimeRange &range,
NodeInput* input = static_cast<NodeInput*>(param);
// Get value from database at this input
const NodeValueTable& input_data = (*input_params)[input];
const NodeValueTable& input_data = input_params[input];
QVariant value = node->InputValueFromTable(input, input_data);
+1 -1
View File
@@ -48,7 +48,7 @@ protected:
virtual void FrameToValue(StreamPtr stream, FramePtr frame, NodeValueTable* table) override;
virtual void RunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase *input_params, NodeValueTable* output_params) override;
virtual void RunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase &input_params, NodeValueTable* output_params) override;
virtual void TextureToBuffer(const QVariant& texture, QByteArray& buffer) override;
+34 -20
View File
@@ -42,7 +42,7 @@ NodeValueTable RenderWorker::RenderInternal(const NodeDependency &path)
return ProcessNode(path);
}
void RenderWorker::RunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase *input_params, NodeValueTable* output_params)
void RenderWorker::RunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase &input_params, NodeValueTable* output_params)
{
Q_UNUSED(node)
Q_UNUSED(range)
@@ -86,24 +86,45 @@ NodeValueTable RenderWorker::ProcessNode(const NodeDependency& dep)
// FIXME: Cache certain values here if we've already processed them before
// Generate database of input values of node
NodeValueDatabase database = GenerateDatabase(node, dep.range());
// By this point, the node should have all the inputs it needs to render correctly
NodeValueTable table = node->Value(database);
// Check if we have a shader for this output
RunNodeAccelerated(node, dep.range(), database, &table);
return table;
}
NodeValueTable RenderWorker::ProcessInput(const NodeInput *input, const TimeRange& range)
{
if (input->IsConnected()) {
// Value will equal something from the connected node, follow it
return ProcessNode(NodeDependency(input->get_connected_node(),
range));
} else {
// Push onto the table the value at this time from the input
QVariant input_value = input->get_value_at_time(range.in());
NodeValueTable table;
table.Push(input->data_type(), input_value);
return table;
}
}
NodeValueDatabase RenderWorker::GenerateDatabase(const Node* node, const TimeRange& range)
{
NodeValueDatabase database;
// We need to insert tables into the database for each input
foreach (NodeParam* param, node->parameters()) {
if (param->type() == NodeParam::kInput) {
NodeValueTable table;
NodeInput* input = static_cast<NodeInput*>(param);
TimeRange input_time = node->InputTimeAdjustment(input, dep.range());
TimeRange input_time = node->InputTimeAdjustment(input, range);
if (input->IsConnected()) {
// Value will equal something from the connected node, follow it
table = ProcessNode(NodeDependency(input->get_connected_node(),
input_time));
} else {
// Push onto the table the value at this time from the input
QVariant input_value = input->get_value_at_time(input_time.in());
table.Push(input->data_type(), input_value);
}
NodeValueTable table = ProcessInput(input, input_time);
// Exception for Footage types where we actually retrieve some Footage data from a decoder
if (input->data_type() == NodeParam::kFootage) {
@@ -126,12 +147,5 @@ NodeValueTable RenderWorker::ProcessNode(const NodeDependency& dep)
}
}
// By this point, the node should have all the inputs it needs to render correctly
NodeValueTable table = node->Value(database);
// Check if we have a shader for this output
RunNodeAccelerated(node, dep.range(), &database, &table);
return table;
return database;
}
+5 -1
View File
@@ -35,7 +35,7 @@ protected:
virtual NodeValueTable RenderInternal(const NodeDependency& path);
virtual void RunNodeAccelerated(const Node *node, const TimeRange& range, const NodeValueDatabase *input_params, NodeValueTable* output_params);
virtual void RunNodeAccelerated(const Node *node, const TimeRange& range, const NodeValueDatabase &input_params, NodeValueTable* output_params);
StreamPtr ResolveStreamFromInput(NodeInput* input);
DecoderPtr ResolveDecoderFromInput(StreamPtr stream);
@@ -48,7 +48,11 @@ protected:
virtual NodeValueTable RenderBlock(const TrackOutput *track, const TimeRange& range) = 0;
NodeValueTable ProcessInput(const NodeInput* input, const TimeRange &range);
private:
NodeValueDatabase GenerateDatabase(const Node *node, const TimeRange &range);
bool started_;
DecoderCache decoder_cache_;