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Merge branch 'develop' into catch2
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@@ -368,7 +368,7 @@ TEST(redistribute_samples_per_frame) {
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// (i.e. same exact audio sample data). We use a Timeline to overlap these clips
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// (and offset 1 clip by 1 frame), and we verify that the correct # of samples is returned by each
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// Clip Frame instance. In the past, FrameMappers would sometimes generate the wrong # of samples
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// in a frame, and the Timeline recieve mismatching # of audio samples from 2 or more clips...
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// in a frame, and the Timeline receive mismatching # of audio samples from 2 or more clips...
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// causing audio data to be truncated and lost (i.e. creating a pop).
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// Create cache object to hold test frames
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@@ -485,6 +485,135 @@ TEST(redistribute_samples_per_frame) {
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r.Close();
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}
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TEST(distribute_samples) {
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// This test verifies that audio data can be redistributed correctly
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// between common and uncommon frame rates
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int sample_rate = 48000;
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int channels = 2;
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int num_seconds = 1;
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// Source frame rates (varies the # of samples per frame)
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vector<openshot::Fraction> rates = { openshot::Fraction(30,1),
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openshot::Fraction(24,1) ,
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openshot::Fraction(119,4),
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openshot::Fraction(30000,1001) };
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for (auto& frame_rate : rates) {
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// Init sin wave variables
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int OFFSET = 0;
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float AMPLITUDE = 0.75;
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double ANGLE = 0.0;
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int NUM_SAMPLES = 100;
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// Create cache object to hold test frames
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CacheMemory cache;
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// Let's create some test frames
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for (int64_t frame_number = 1; frame_number <= (frame_rate.ToFloat() * num_seconds * 2); frame_number++) {
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// Create blank frame (with specific frame #, samples, and channels)
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int sample_count = openshot::Frame::GetSamplesPerFrame(frame_number, frame_rate, sample_rate, channels);
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std::shared_ptr<openshot::Frame> f(new openshot::Frame(frame_number, sample_count, channels));
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f->SampleRate(sample_rate);
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// Create test samples with sin wave (predictable values)
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float *audio_buffer = new float[sample_count * 2];
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for (int sample_number = 0; sample_number < sample_count; sample_number++) {
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// Calculate sin wave
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float sample_value = float(AMPLITUDE * sin(ANGLE) + OFFSET);
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audio_buffer[sample_number] = abs(sample_value);
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ANGLE += (2 * M_PI) / NUM_SAMPLES;
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}
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// Add custom audio samples to Frame (bool replaceSamples, int destChannel, int destStartSample, const float* source,
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f->AddAudio(true, 0, 0, audio_buffer, sample_count, 1.0); // add channel 1
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f->AddAudio(true, 1, 0, audio_buffer, sample_count, 1.0); // add channel 2
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// Add test frame to dummy reader
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cache.Add(f);
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}
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// Create a default fraction (should be 1/1)
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openshot::DummyReader r(frame_rate, 1920, 1080, sample_rate, channels, 30.0, &cache);
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r.Open(); // Open the reader
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// Target frame rates
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vector<openshot::Fraction> mapped_rates = { openshot::Fraction(30,1),
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openshot::Fraction(24,1) ,
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openshot::Fraction(119,4),
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openshot::Fraction(30000,1001) };
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for (auto &mapped_rate : mapped_rates) {
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// Reset SIN wave
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ANGLE = 0.0;
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// Map to different fps
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FrameMapper map(&r, mapped_rate, PULLDOWN_NONE, sample_rate, channels, LAYOUT_STEREO);
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map.info.has_audio = true;
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map.Open();
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// Loop through samples, and verify FrameMapper didn't mess up individual sample values
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int num_samples = 0;
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for (int frame_index = 1; frame_index <= (map.info.fps.ToInt() * num_seconds); frame_index++) {
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int sample_count = map.GetFrame(frame_index)->GetAudioSamplesCount();
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for (int sample_index = 0; sample_index < sample_count; sample_index++) {
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// Calculate sin wave
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float predicted_value = abs(float(AMPLITUDE * sin(ANGLE) + OFFSET));
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ANGLE += (2 * M_PI) / NUM_SAMPLES;
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// Verify each mapped sample value is correct (after being redistributed by the FrameMapper)
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float mapped_value = map.GetFrame(frame_index)->GetAudioSample(0, sample_index, 1.0);
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CHECK_CLOSE(predicted_value, mapped_value, 0.001);
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}
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// Increment sample value
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num_samples += map.GetFrame(frame_index)->GetAudioSamplesCount();
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}
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float clip_position = 3.77;
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int starting_clip_frame = round(clip_position * map.info.fps.ToFloat()) + 1;
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// Create Timeline (same specs as reader)
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Timeline t1(map.info.width, map.info.height, map.info.fps, map.info.sample_rate, map.info.channels,
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map.info.channel_layout);
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Clip c1;
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c1.Reader(&map);
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c1.Layer(1);
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c1.Position(clip_position);
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c1.Start(0.0);
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c1.End(10.0);
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// Add clips
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t1.AddClip(&c1);
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t1.Open();
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// Reset SIN wave
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ANGLE = 0.0;
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for (int frame_index = starting_clip_frame; frame_index < (starting_clip_frame + (t1.info.fps.ToFloat() * num_seconds)); frame_index++) {
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for (int sample_index = 0; sample_index < t1.GetFrame(frame_index)->GetAudioSamplesCount(); sample_index++) {
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// Calculate sin wave
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float predicted_value = abs(float(AMPLITUDE * sin(ANGLE) + OFFSET));
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ANGLE += (2 * M_PI) / NUM_SAMPLES;
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// Verify each mapped sample value is correct (after being redistributed by the FrameMapper)
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float timeline_value = t1.GetFrame(frame_index)->GetAudioSample(0, sample_index, 1.0);
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// Testing wave value X 2, since we have 2 overlapping clips
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CHECK_CLOSE(predicted_value, timeline_value, 0.001);
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}
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}
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// Close mapper
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map.Close();
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t1.Close();
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}
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// Clean up reader
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r.Close();
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cache.Clear();
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} // for rates
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}
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TEST(Json)
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{
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DummyReader r(Fraction(30,1), 1280, 720, 48000, 2, 5.0);
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