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oak-editor/app/render/audioplaybackcache.h
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/***
Olive - Non-Linear Video Editor
Copyright (C) 2022 Olive Team
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
***/
#ifndef AUDIOPLAYBACKCACHE_H
#define AUDIOPLAYBACKCACHE_H
#include "audio/audiovisualwaveform.h"
#include "common/timerange.h"
#include "codec/samplebuffer.h"
#include "render/playbackcache.h"
namespace olive {
/**
* @brief A fully integrated system of storing and playing cached audio
*
* All audio in Olive is processed and rendered in advance. This makes playback extremely smooth
* and reliable, but provides some challenges as far as storing and manipulating this audio while
* minimizing the amount of re-renders necessary.
*
* Olive's PlaybackCaches support "shifting"; moving cached data to a different spot on the
* timeline without requiring a costly re-render. While video is naturally stored on disk as
* separate frames that are easy to swap out, audio works a little differently. It would be
* extremely inefficient to store each sample as a separate file on the disk, but storing in
* one single contiguous file would be detrimental to shifting, particularly for longer timelines
* since the data will actually have to be shifted on disk.
*
* As such, AudioPlaybackCache compromises by storing audio in several "segments". This makes
* operations like shifting much easier since segments can simply be removed from the playlist
* rather than having to shift or re-render potentially hours of audio in every operation.
*
* Naturally, storing in segments means you can't simply play the PCM data like a file, so
* AudioPlaybackCache also provides a playback device (accessible from CreatePlaybackDevice()) that
* acts identically to a file-based IO device, transparently joining segments together and acting
* like one contiguous file.
*/
class AudioPlaybackCache : public PlaybackCache
{
Q_OBJECT
public:
AudioPlaybackCache(QObject* parent = nullptr);
virtual ~AudioPlaybackCache() override;
AudioParams GetParameters()
{
return params_;
}
void SetParameters(const AudioParams& params);
void WritePCM(const TimeRange &range, const TimeRangeList &valid_ranges, const SampleBuffer &samples);
void WriteSilence(const TimeRange &range);
private:
bool WritePartOfSampleBuffer(const SampleBuffer &samples, const rational &write_start, const rational &buffer_start, const rational &length);
QString GetSegmentFilename(qint64 segment_index, int channel);
static const qint64 kDefaultSegmentSizePerChannel;
AudioParams params_;
};
}
#endif // AUDIOPLAYBACKCACHE_H