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.
21 lines
480 B
C++
21 lines
480 B
C++
#ifndef AUDIOWORKER_H
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#define AUDIOWORKER_H
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#include "../audiorenderworker.h"
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class AudioWorker : public AudioRenderWorker
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{
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public:
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AudioWorker(QObject* parent = nullptr);
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protected:
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virtual void FrameToValue(StreamPtr stream, FramePtr frame, NodeValueTable* table) override;
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virtual void RunNodeAccelerated(const Node *node, const TimeRange& range, const NodeValueDatabase& input_params, NodeValueTable* output_params) override;
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private:
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};
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#endif // AUDIOWORKER_H
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