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Adding additional locks when adding/changing audio data. Reducing FrameMapper to a single frame at a time (increase seek speed and decrease crashes). Fixing crash on Time keyframes where it would sometimes calculate an invalid frame number.
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@@ -410,19 +410,21 @@ float* Frame::GetInterleavedAudioSamples(int new_sample_rate, AudioResampler* re
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// Get number of audio channels
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int Frame::GetAudioChannelsCount()
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{
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int i;
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#pragma omp critical
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i = audio->getNumChannels();
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return i;
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const GenericScopedLock<CriticalSection> lock(addingAudioSection);
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if (audio)
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return audio->getNumChannels();
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else
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return 0;
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}
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// Get number of audio samples
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int Frame::GetAudioSamplesCount()
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{
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int i;
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#pragma omp critical
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i = audio->getNumSamples();
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return i;
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const GenericScopedLock<CriticalSection> lock(addingAudioSection);
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if (audio)
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return audio->getNumSamples();
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else
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return 0;
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}
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juce::AudioSampleBuffer *Frame::GetAudioSampleBuffer()
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@@ -779,36 +781,43 @@ void Frame::AddImage(tr1::shared_ptr<QImage> new_image, bool only_odd_lines)
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// Resize audio container to hold more (or less) samples and channels
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void Frame::ResizeAudio(int channels, int length, int rate, ChannelLayout layout)
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{
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// Resize JUCE audio buffer
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const GenericScopedLock<CriticalSection> lock(addingAudioSection);
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// Resize JUCE audio buffer
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audio->setSize(channels, length, true, true, false);
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channel_layout = layout;
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sample_rate = rate;
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}
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// Add audio samples to a specific channel
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void Frame::AddAudio(bool replaceSamples, int destChannel, int destStartSample, const float* source, int numSamples, float gainToApplyToSource = 1.0f)
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{
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// Extend audio container to hold more (or less) samples and channels.. if needed
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int new_length = destStartSample + numSamples;
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int new_channel_length = audio->getNumChannels();
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if (destChannel >= new_channel_length)
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new_channel_length = destChannel + 1;
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if (new_length > audio->getNumSamples() || new_channel_length > audio->getNumChannels())
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audio->setSize(new_channel_length, new_length, true, true, false);
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void Frame::AddAudio(bool replaceSamples, int destChannel, int destStartSample, const float* source, int numSamples, float gainToApplyToSource = 1.0f) {
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const GenericScopedLock<CriticalSection> lock(addingAudioSection);
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#pragma omp critical (adding_audio)
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{
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// Extend audio container to hold more (or less) samples and channels.. if needed
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int new_length = destStartSample + numSamples;
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int new_channel_length = audio->getNumChannels();
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if (destChannel >= new_channel_length)
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new_channel_length = destChannel + 1;
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if (new_length > audio->getNumSamples() || new_channel_length > audio->getNumChannels())
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audio->setSize(new_channel_length, new_length, true, true, false);
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// Clear the range of samples first (if needed)
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if (replaceSamples)
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audio->clear(destChannel, destStartSample, numSamples);
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// Clear the range of samples first (if needed)
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if (replaceSamples)
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audio->clear(destChannel, destStartSample, numSamples);
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// Add samples to frame's audio buffer
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audio->addFrom(destChannel, destStartSample, source, numSamples, gainToApplyToSource);
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has_audio_data = true;
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// Add samples to frame's audio buffer
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audio->addFrom(destChannel, destStartSample, source, numSamples, gainToApplyToSource);
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has_audio_data = true;
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}
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}
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// Apply gain ramp (i.e. fading volume)
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void Frame::ApplyGainRamp(int destChannel, int destStartSample, int numSamples, float initial_gain = 0.0f, float final_gain = 1.0f)
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{
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// Apply gain ramp
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const GenericScopedLock<CriticalSection> lock(addingAudioSection);
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// Apply gain ramp
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audio->applyGainRamp(destChannel, destStartSample, numSamples, initial_gain, final_gain);
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}
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@@ -962,7 +971,9 @@ void Frame::cleanUpBuffer(void *info)
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// Add audio silence
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void Frame::AddAudioSilence(int numSamples)
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{
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// Resize audio container
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const GenericScopedLock<CriticalSection> lock(addingAudioSection);
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// Resize audio container
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audio->setSize(channels, numSamples, false, true, false);
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audio->clear();
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has_audio_data = true;
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