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Fixed a small audio buffer issue, and removed more debug code.
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@@ -4,7 +4,7 @@ using namespace openshot;
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FFmpegReader::FFmpegReader(string path) throw(InvalidFile, NoStreamsFound, InvalidCodec)
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: last_video_frame(0), last_audio_frame(0), is_seeking(0), seeking_pts(0), seeking_frame(0),
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audio_pts_offset(99999), video_pts_offset(99999), working_cache(30), final_cache(30), path(path),
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audio_pts_offset(99999), video_pts_offset(99999), working_cache(130), final_cache(130), path(path),
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is_video_seek(true), check_interlace(false), check_fps(false), init_settings(false),
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enable_seek(true) { // , resampleCtx(NULL)
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@@ -737,8 +737,8 @@ void FFmpegReader::ProcessAudioPacket(int requested_frame, int target_frame, int
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// Decrement remaining samples
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remaining_samples -= samples;
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// Update working cache
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if (remaining_samples > 0)
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// Update working cache (if audio is completed for this frame + channel)
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if (remaining_samples > 0 || start + samples >= samples_per_frame)
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// If more samples remain, this frame must all it's audio data now
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f.SetAudioComplete(channel_filter);
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@@ -1033,13 +1033,6 @@ void FFmpegReader::CheckWorkingFrames(bool end_of_stream)
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Frame f = working_cache.GetSmallestFrame();
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bool is_ready = f.IsReady(info.has_video, info.has_audio);
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if (f.number == 300)
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{
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cout << "CheckWorkingFrames: frame: " << f.number << endl;
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cout << "f.IsReady(): " << f.IsReady(info.has_video, info.has_audio) << endl;
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cout << "f.IsAudioReady(): " << f.IsAudioReady(info.has_audio) << endl;
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}
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// Check if working frame is final
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if (is_ready || end_of_stream)
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{
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