/** * \file * \brief Source code for the Frame class * \author Copyright (c) 2011 Jonathan Thomas */ #include "../include/Frame.h" using namespace std; using namespace openshot; // Constructor - blank frame (300x200 blank image, 48kHz audio silence) Frame::Frame() : number(1), pixel_ratio(1,1), sample_rate(48000), channels(2), width(1), height(1) { // Init the image magic and audio buffer image = tr1::shared_ptr(new Magick::Image(Magick::Geometry(1,1), Magick::Color("red"))); audio = tr1::shared_ptr(new juce::AudioSampleBuffer(channels, 1600)); // initialize the audio samples to zero (silence) audio->clear(); }; // Constructor - image only (48kHz audio silence) Frame::Frame(int number, int width, int height, string color) : number(number), pixel_ratio(1,1), sample_rate(48000), channels(2), width(width), height(height) { // Init the image magic and audio buffer image = tr1::shared_ptr(new Magick::Image(Magick::Geometry(1, 1), Magick::Color(color))); audio = tr1::shared_ptr(new juce::AudioSampleBuffer(channels, 1600)); // initialize the audio samples to zero (silence) audio->clear(); }; // Constructor - image only from pixel array (48kHz audio silence) Frame::Frame(int number, int width, int height, const string map, const Magick::StorageType type, const void *pixels) : number(number), pixel_ratio(1,1), sample_rate(48000), channels(2), width(width), height(height) { // Init the image magic and audio buffer image = tr1::shared_ptr(new Magick::Image(width, height, map, type, pixels)); audio = tr1::shared_ptr(new juce::AudioSampleBuffer(channels, 1600)); // initialize the audio samples to zero (silence) audio->clear(); }; // Constructor - audio only (300x200 blank image) Frame::Frame(int number, int samples, int channels) : number(number), pixel_ratio(1,1), sample_rate(48000), channels(channels), width(1), height(1) { // Init the image magic and audio buffer image = tr1::shared_ptr(new Magick::Image(Magick::Geometry(1, 1), Magick::Color("white"))); audio = tr1::shared_ptr(new juce::AudioSampleBuffer(channels, samples)); // initialize the audio samples to zero (silence) audio->clear(); }; // Constructor - image & audio Frame::Frame(int number, int width, int height, string color, int samples, int channels) : number(number), pixel_ratio(1,1), sample_rate(48000), channels(channels), width(width), height(height) { // Init the image magic and audio buffer image = tr1::shared_ptr(new Magick::Image(Magick::Geometry(1, 1), Magick::Color(color))); audio = tr1::shared_ptr(new juce::AudioSampleBuffer(channels, samples)); // initialize the audio samples to zero (silence) audio->clear(); }; // Copy constructor Frame::Frame ( const Frame &other ) { // copy pointers and data DeepCopy(other); } // Assignment operator //Frame& Frame::operator= (const Frame& other) //{ // if (this != &other) { // // copy pointers and data // DeepCopy(other); // } // // // return this instance // return *this; // } // Copy data and pointers from another Frame instance void Frame::DeepCopy(const Frame& other) { number = other.number; image = tr1::shared_ptr(new Magick::Image(*(other.image))); audio = tr1::shared_ptr(new juce::AudioSampleBuffer(*(other.audio))); pixel_ratio = Fraction(other.pixel_ratio.num, other.pixel_ratio.den); sample_rate = other.sample_rate; channels = other.channels; if (other.wave_image) wave_image = tr1::shared_ptr(new Magick::Image(*(other.wave_image))); } // Descructor Frame::~Frame() { // Clear all pointers image.reset(); audio.reset(); audio.reset(); } // Display the frame image to the screen (primarily used for debugging reasons) void Frame::Display() { // Make a copy of the image (since we might resize it) Magick::Image copy; copy = *image; // display the image (if any) if (copy.size().width() > 1 && copy.size().height() > 1) { // Resize image (if needed) if (pixel_ratio.num != 1 || pixel_ratio.den != 1) { // Calculate correct DAR (display aspect ratio) int new_width = copy.size().width(); int new_height = copy.size().height() * pixel_ratio.Reciprocal().ToDouble(); // Resize image Magick::Geometry new_size(new_width, new_height); new_size.aspect(true); copy.resize(new_size); } // Disply image copy.display(); } } // Get an audio waveform image tr1::shared_ptr Frame::GetWaveform(int width, int height, int Red, int Green, int Blue) { // Clear any existing waveform image ClearWaveform(); // Init a list of lines list lines; lines.push_back(Magick::DrawableFillColor(Magick::Color(Red, Green, Blue))); lines.push_back(Magick::DrawablePointSize(16)); // Calculate 1/2 the width of an image based on the # of samples int total_samples = audio->getNumSamples(); // Determine how many samples can be skipped (to speed things up) int step = 1; if (total_samples > width) // Set the # of samples to move forward for each pixel we draw step = round((float) total_samples / (float) width) + 1; if (total_samples > 0) { // If samples are present... int new_height = 200 * audio->getNumChannels(); int height_padding = 20 * (audio->getNumChannels() - 1); int total_height = new_height + height_padding; int total_width = 0; // Loop through each audio channel int Y = 100; for (int channel = 0; channel < audio->getNumChannels(); channel++) { int X = 0; // Change stroke and color lines.push_back(Magick::DrawableStrokeColor(Magick::Color(Red, Green, Blue))); lines.push_back(Magick::DrawableStrokeWidth(1)); // Get audio for this channel float *samples = audio->getSampleData(channel); for (int sample = 0; sample < audio->getNumSamples(); sample+=step, X++) { // Sample value (scaled to -100 to 100) float value = samples[sample] * 100; // Append a line segment for each sample if (value != 0.0) // LINE lines.push_back(Magick::DrawableLine(X,Y, X,Y-value)); // sample=X coordinate, Y=100 is the middle else // DOT lines.push_back(Magick::DrawablePoint(X,Y)); } // Add Channel Label // stringstream label; // label << "Channel " << channel; // lines.push_back(Magick::DrawableStrokeColor("#ffffff")); // lines.push_back(Magick::DrawableFillColor("#ffffff")); // lines.push_back(Magick::DrawableStrokeWidth(0.1)); // lines.push_back(Magick::DrawableText(5, Y - 5, label.str())); // Increment Y Y += (200 + height_padding); total_width = X; } // Create image wave_image = tr1::shared_ptr(new Magick::Image(Magick::Geometry(total_width, total_height), Magick::Color("none"))); wave_image->backgroundColor(Magick::Color("none")); // Draw the waveform wave_image->draw(lines); // Resize Image (if requested) if (width != total_width || height != total_height) { Magick::Geometry new_size(width, height); new_size.aspect(true); wave_image->scale(new_size); } } else { // No audio samples present wave_image = tr1::shared_ptr(new Magick::Image(Magick::Geometry(width, height), Magick::Color("none"))); wave_image->backgroundColor(Magick::Color("none")); // Add Channel Label lines.push_back(Magick::DrawableStrokeColor("#ffffff")); lines.push_back(Magick::DrawableFillColor("#ffffff")); lines.push_back(Magick::DrawableStrokeWidth(0.1)); lines.push_back(Magick::DrawableText((width / 2) - 100, height / 2, "No Audio Samples Found")); // Draw the waveform wave_image->draw(lines); } // Return new image return wave_image; } // Clear the waveform image (and deallocate it's memory) void Frame::ClearWaveform() { if (wave_image) wave_image.reset(); } // Get an audio waveform image pixels const Magick::PixelPacket* Frame::GetWaveformPixels(int width, int height, int Red, int Green, int Blue) { // Get audio wave form image wave_image = GetWaveform(width, height, Red, Green, Blue); // Return array of pixel packets return wave_image->getConstPixels(0,0, wave_image->columns(), wave_image->rows()); } // Display the wave form void Frame::DisplayWaveform() { // Get audio wave form image GetWaveform(720, 480, 0, 28672, 65280); // Display Image wave_image->display(); // Deallocate waveform image ClearWaveform(); } // Get an array of sample data float* Frame::GetAudioSamples(int channel) { // return JUCE audio data for this channel return audio->getSampleData(channel); } // Get an array of sample data (all channels interleaved together), using any sample rate float* Frame::GetInterleavedAudioSamples(int new_sample_rate, AudioResampler* resampler, int* sample_count) { float *output = NULL; AudioSampleBuffer *buffer(audio.get()); int num_of_channels = audio->getNumChannels(); int num_of_samples = audio->getNumSamples(); // Resample to new sample rate (if needed) if (new_sample_rate != sample_rate) { // YES, RESAMPLE AUDIO resampler->SetBuffer(audio.get(), sample_rate, new_sample_rate); // Resample data, and return new buffer pointer buffer = resampler->GetResampledBuffer(); // Update num_of_samples num_of_samples = buffer->getNumSamples(); } // INTERLEAVE all samples together (channel 1 + channel 2 + channel 1 + channel 2, etc...) output = new float[num_of_channels * num_of_samples]; int position = 0; // Loop through samples in each channel (combining them) for (int sample = 0; sample < num_of_samples; sample++) { for (int channel = 0; channel < num_of_channels; channel++) { // Add sample to output array output[position] = buffer->getSampleData(channel)[sample]; // increment position position++; } } // Update sample count (since it might have changed due to resampling) *sample_count = num_of_samples; // return combined array return output; } // Get number of audio channels int Frame::GetAudioChannelsCount() { return audio->getNumChannels(); } // Get number of audio samples int Frame::GetAudioSamplesCount() { return audio->getNumSamples(); } // Get the audio sample rate int Frame::GetAudioSamplesRate() { return sample_rate; } // Get the size in bytes of this frame (rough estimate) int64 Frame::GetBytes() { int64 total_bytes = 0; if (image) total_bytes += (width * height * sizeof(char) * 4); if (audio) total_bytes += (audio->getNumSamples() * audio->getNumChannels() * sizeof(float)); // return size of this frame return total_bytes; } // Get pixel data (as packets) const Magick::PixelPacket* Frame::GetPixels() { // Return array of pixel packets return image->getConstPixels(0,0, image->columns(), image->rows()); } // Get pixel data (for only a single scan-line) const Magick::PixelPacket* Frame::GetPixels(int row) { // Return array of pixel packets return image->getConstPixels(0,row, image->columns(), 1); } // Set Pixel Aspect Ratio void Frame::SetPixelRatio(int num, int den) { pixel_ratio.num = num; pixel_ratio.den = den; } // Set frame number void Frame::SetFrameNumber(int new_number) { number = new_number; } // Set Sample Rate void Frame::SetSampleRate(int rate) { sample_rate = rate; } // Get height of image int Frame::GetHeight() { // return height return height; //return image->rows(); } // Get height of image int Frame::GetWidth() { return width; //return image->columns(); } // Make colors in a specific range transparent void Frame::TransparentColors(string color, double fuzz) { // Make this range of colors transparent image->colorFuzz(fuzz * 65535 / 100.0); image->transparent(Magick::Color(color)); image->colorFuzz(0); image->negate(); //image->flip(); /* COMPOSITE SOURCE IMAGE (LAYER) ONTO FINAL IMAGE */ // tr1::shared_ptr background = tr1::shared_ptr(new Magick::Image("/home/jonathan/Pictures/Screenshot from 2013-02-10 15:06:38.png")); // background->composite(*image.get(), 0, 0, Magick::OverCompositeOp); // // // Replace them with updated pixels // image = background; // image->modifyImage(); } // Save the frame image to the specified path. The image format is determined from the extension (i.e. image.PNG, image.JPEG) void Frame::Save(string path, float scale) { // Make a copy of the image (since we might resize it) Magick::Image copy; copy = *image; // display the image (if any) if (copy.size().width() > 1 && copy.size().height() > 1) { // Resize image (if needed) if (pixel_ratio.num != 1 || pixel_ratio.den != 1) { // Calculate correct DAR (display aspect ratio) int new_width = copy.size().width(); int new_height = copy.size().height() * pixel_ratio.Reciprocal().ToDouble(); // Resize image Magick::Geometry new_size(new_width, new_height); new_size.aspect(true); copy.resize(new_size); } } // scale image if needed if (abs(scale) > 1.001 || abs(scale) < 0.999) { // Resize image Magick::Geometry new_size(copy.size().width() * scale, copy.size().height() * scale); new_size.aspect(true); copy.resize(new_size); } // save the image copy.write(path); } // Add (or replace) pixel data to the frame (based on a solid color) void Frame::AddColor(int width, int height, string color) { // Create new image object, and fill with pixel data image = tr1::shared_ptr(new Magick::Image(Magick::Geometry(width, height), Magick::Color(color))); // Give image a transparent background color image->backgroundColor(Magick::Color("#000000ff")); // Update height and width width = image->columns(); height = image->rows(); } // Add (or replace) pixel data to the frame void Frame::AddImage(int width, int height, const string map, const Magick::StorageType type, const void *pixels) { // Create new image object, and fill with pixel data image = tr1::shared_ptr(new Magick::Image(width, height, map, type, pixels)); // Give image a transparent background color image->backgroundColor(Magick::Color("none")); // Update height and width width = image->columns(); height = image->rows(); } // Add (or replace) pixel data to the frame void Frame::AddImage(tr1::shared_ptr new_image) { // assign image data image = new_image; // Update height and width width = image->columns(); height = image->rows(); } // Add (or replace) pixel data to the frame (for only the odd or even lines) void Frame::AddImage(tr1::shared_ptr new_image, bool only_odd_lines) { // Replace image (if needed) if (image->columns() == 1) image = new_image; // Loop through each odd or even line, and copy it to the image int starting_row = 0; if (!only_odd_lines) // even rows starting_row = 1; // Replace some rows of pixels for (int row = starting_row; row < new_image->rows(); row += 2) { // Get row of pixels from original image Magick::PixelPacket* row_pixels = image->getPixels(0, row, image->columns(), 1); const Magick::PixelPacket* new_row_pixels = new_image->getConstPixels(0, row, image->columns(), 1); // Copy pixels for (int col = 0; col < image->columns(); col++) row_pixels[col] = new_row_pixels[col]; // Replace them with updated pixels image->syncPixels(); } // Update height and width width = image->columns(); height = image->rows(); } // Composite a new image on top of the existing image void Frame::AddImage(tr1::shared_ptr new_image, float alpha) { // Replace image (if needed) if (image->columns() == 1) image = new_image; else { // Calculate opacity of new image int new_opacity = 65535.0f * (1.0 - alpha); if (new_opacity < 0) new_opacity = 0; // completely invisible else if (new_opacity > 65535) new_opacity = 65535; // Set opacity new_image->opacity(new_opacity); // Composite image on top of current image image->composite(*new_image.get(), 0, 0, Magick::DissolveCompositeOp); } // Update height and width width = image->columns(); height = image->rows(); } // Add audio samples to a specific channel void Frame::AddAudio(bool replaceSamples, int destChannel, int destStartSample, const float* source, int numSamples, float gainToApplyToSource = 1.0f) { // Extend audio buffer (if needed) if (destStartSample + numSamples > audio->getNumSamples()) audio->setSize(audio->getNumChannels(), destStartSample + numSamples, true, true, false); // Always clear the range of samples first if (replaceSamples) audio->clear(destChannel, destStartSample, numSamples); // Add samples to frame's audio buffer audio->addFrom(destChannel, destStartSample, source, numSamples, gainToApplyToSource); } // Apply gain ramp (i.e. fading volume) void Frame::ApplyGainRamp(int destChannel, int destStartSample, int numSamples, float initial_gain = 0.0f, float final_gain = 1.0f) { // Apply gain ramp audio->applyGainRamp(destChannel, destStartSample, numSamples, initial_gain, final_gain); } // Experimental method to add effects to this frame void Frame::AddEffect(string name) { if (name == "negate") image->negate(false); else if (name == "flip") image->flip(); else if (name == "oilPaint") image->oilPaint(3.0); else if (name == "swirl") image->swirl(30.0); } // Rotate the image void Frame::Rotate(float degrees) { image->rotate(degrees); } // Experimental method to add overlay images to this frame void Frame::AddOverlay(Frame* frame) { // Get overlay image (if any) tr1::shared_ptr overlay = frame->GetImage(); // Composite image onto this image image->composite(*overlay, Magick::SouthEastGravity, Magick::OverCompositeOp); } // Experimental method to add the frame number on top of the image void Frame::AddOverlayNumber(int overlay_number) { stringstream label; if (overlay_number > 0) label << overlay_number; else label << number; // Drawable text list lines; lines.push_back(Magick::DrawableGravity(Magick::NorthWestGravity)); lines.push_back(Magick::DrawableStrokeColor("#ffffff")); lines.push_back(Magick::DrawableFillColor("#ffffff")); lines.push_back(Magick::DrawableStrokeWidth(0.1)); lines.push_back(Magick::DrawablePointSize(24)); lines.push_back(Magick::DrawableText(5, 5, label.str())); image->draw(lines); } // Get pointer to Magick++ image object tr1::shared_ptr Frame::GetImage() { return image; } // Play audio samples for this frame void Frame::Play() { // Check if samples are present if (!audio->getNumSamples()) return; AudioDeviceManager deviceManager; deviceManager.initialise (0, /* number of input channels */ 2, /* number of output channels */ 0, /* no XML settings.. */ true /* select default device on failure */); //deviceManager.playTestSound(); AudioSourcePlayer audioSourcePlayer; deviceManager.addAudioCallback (&audioSourcePlayer); ScopedPointer my_source; my_source = new AudioBufferSource(audio.get()); // Create TimeSliceThread for audio buffering TimeSliceThread my_thread("Audio buffer thread"); // Start thread my_thread.startThread(); AudioTransportSource transport1; transport1.setSource (my_source, 5000, // tells it to buffer this many samples ahead &my_thread, (double) sample_rate, audio->getNumChannels()); // sample rate of source transport1.setPosition (0); transport1.setGain(1.0); // Create MIXER MixerAudioSource mixer; mixer.addInputSource(&transport1, false); audioSourcePlayer.setSource (&mixer); // Start transports transport1.start(); while (transport1.isPlaying()) { cout << "playing" << endl; sleep(1); } cout << "DONE!!!" << endl; transport1.stop(); transport1.setSource (0); audioSourcePlayer.setSource (0); my_thread.stopThread(500); deviceManager.removeAudioCallback (&audioSourcePlayer); deviceManager.closeAudioDevice(); deviceManager.removeAllChangeListeners(); deviceManager.dispatchPendingMessages(); cout << "End of Play()" << endl; }