Merge pull request #106 from OpenShot/bugfix/prevent-negative-starting-sample-release

Prevent a negative starting sample when adding audio to a frame
This commit is contained in:
Jonathan Thomas
2018-06-06 06:18:05 -05:00
committed by GitHub

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@@ -839,8 +839,11 @@ void Frame::AddAudio(bool replaceSamples, int destChannel, int destStartSample,
const GenericScopedLock<CriticalSection> lock(addingAudioSection);
#pragma omp critical (adding_audio)
{
// Clamp starting sample to 0
int destStartSampleAdjusted = max(destStartSample, 0);
// Extend audio container to hold more (or less) samples and channels.. if needed
int new_length = destStartSample + numSamples;
int new_length = destStartSampleAdjusted + numSamples;
int new_channel_length = audio->getNumChannels();
if (destChannel >= new_channel_length)
new_channel_length = destChannel + 1;
@@ -849,7 +852,7 @@ void Frame::AddAudio(bool replaceSamples, int destChannel, int destStartSample,
// Clear the range of samples first (if needed)
if (replaceSamples)
audio->clear(destChannel, destStartSample, numSamples);
audio->clear(destChannel, destStartSampleAdjusted, numSamples);
// Get max volume of the current audio data
// TODO: This always appears to be 0, which is probably not expected since that means gainFactor is always multiplied by 1.0 below.
@@ -857,7 +860,7 @@ void Frame::AddAudio(bool replaceSamples, int destChannel, int destStartSample,
// which makes "gainFactor *= ((current_max_volume + new_max_volume) - (current_max_volume * new_max_volume)) / sum_volumes;"
// which simplifies to "gainFactor *= new_max_volume / new_max_volume;" aka "gainFactor *= 1.0"
// - Rich Alloway
float current_max_volume = audio->getMagnitude(destChannel, destStartSample, numSamples);
float current_max_volume = audio->getMagnitude(destChannel, destStartSampleAdjusted, numSamples);
// Determine max volume of new audio data (before we add them together)
float new_max_volume = 0.0;
@@ -877,7 +880,7 @@ void Frame::AddAudio(bool replaceSamples, int destChannel, int destStartSample,
}
// Add samples to frame's audio buffer
audio->addFrom(destChannel, destStartSample, source, numSamples, gainFactor);
audio->addFrom(destChannel, destStartSampleAdjusted, source, numSamples, gainFactor);
has_audio_data = true;
// Calculate max audio sample added