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Adding some additional logging
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@@ -161,7 +161,6 @@ juce::AudioBuffer<float>* AudioReaderSource::reverse_buffer(juce::AudioBuffer<fl
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// Get the next block of audio samples
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void AudioReaderSource::getNextAudioBlock(const juce::AudioSourceChannelInfo& info)
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{
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std::cout << "R: getNext " << info.numSamples << std::endl;
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int buffer_samples = buffer->getNumSamples();
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int buffer_channels = buffer->getNumChannels();
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@@ -225,9 +224,7 @@ void AudioReaderSource::getNextAudioBlock(const juce::AudioSourceChannelInfo& in
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}
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// Prepare to play this audio source
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void AudioReaderSource::prepareToPlay(int, double) {
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std::cout << "R: prepare" << std::endl;
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}
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void AudioReaderSource::prepareToPlay(int, double) {}
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// Release all resources
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void AudioReaderSource::releaseResources() { }
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@@ -26,7 +26,7 @@ namespace openshot
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, audioPlayback(new openshot::AudioPlaybackThread())
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, videoPlayback(new openshot::VideoPlaybackThread(rb))
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, videoCache(new openshot::VideoCacheThread())
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, speed(1), reader(NULL), last_video_position(1), max_sleep_ms(3000)
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, speed(1), reader(NULL), last_video_position(1), max_sleep_ms(1500)
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{ }
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// Destructor
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@@ -74,7 +74,6 @@ namespace openshot
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|| (video_position > reader->info.video_length)
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) {
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speed = 0;
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std::cout << "A: " << frame_duration.count() << std::endl;
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std::this_thread::sleep_for(frame_duration);
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continue;
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}
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@@ -111,8 +110,8 @@ namespace openshot
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ZmqLogger::Instance()->AppendDebugMethod("PlayerPrivate::run (determine sleep)", "video_frame_diff", video_frame_diff, "video_position", video_position, "audio_position", audio_position, "speed", speed, "render_time(ms)", render_time.count(), "sleep_time(ms)", sleep_time.count());
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// Adjust drift (if more than a few frames off between audio and video)
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std::cout << "VD: " << video_frame_diff << std::endl;
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if (video_frame_diff > 0 && reader->info.has_audio && reader->info.has_video) {
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std::cout << "VD: " << video_frame_diff << " (render: " << render_time.count() << ", sleep: " << sleep_time.count() << ")" << std::endl;
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if (video_frame_diff > 6 && reader->info.has_audio && reader->info.has_video) {
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// Since the audio and video threads are running independently,
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// they will quickly get out of sync. To fix this, we calculate
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// how far ahead or behind the video frame is, and adjust the amount
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@@ -120,13 +119,11 @@ namespace openshot
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// If a frame is ahead of the audio, we sleep for longer.
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// If a frame is behind the audio, we sleep less (or not at all),
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// in order for the video to catch up.
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std::cout << "D: " << duration_cast<ms>(video_frame_diff * frame_duration).count() << std::endl;
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sleep_time += duration_cast<ms>(video_frame_diff * frame_duration);
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sleep_time += duration_cast<ms>((video_frame_diff / 2) * frame_duration);
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}
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else if (video_frame_diff < -10 && reader->info.has_audio && reader->info.has_video) {
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else if (video_frame_diff < -6 && reader->info.has_audio && reader->info.has_video) {
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// Skip frame(s) to catch up to the audio (if more than 10 frames behind)
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std::cout << "L: " << std::fabs(video_frame_diff) / 2 << std::endl;
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video_position += std::fabs(video_frame_diff) / 2; // Seek forward 1/2 the difference
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sleep_time = sleep_time.zero(); // Don't sleep now... immediately go to next position
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}
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@@ -114,7 +114,6 @@ namespace openshot
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}
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// Sleep for 1 frame length
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std::cout << "C: " << frame_duration.count() << std::endl;
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std::this_thread::sleep_for(frame_duration);
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}
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