Files
libopenshot/tests/FrameMapper.cpp

654 lines
23 KiB
C++

/**
* @file
* @brief Unit tests for openshot::FrameMapper
* @author Jonathan Thomas <jonathan@openshot.org>
*
* @ref License
*/
// Copyright (c) 2008-2019 OpenShot Studios, LLC
//
// SPDX-License-Identifier: LGPL-3.0-or-later
#include "openshot_catch.h"
#include "CacheMemory.h"
#include "Clip.h"
#include "DummyReader.h"
#include "Exceptions.h"
#include "FFmpegReader.h"
#include "Fraction.h"
#include "Frame.h"
#include "FrameMapper.h"
#include "Timeline.h"
using namespace openshot;
TEST_CASE( "NoOp_GetMappedFrame", "[libopenshot][framemapper]" )
{
// Create a reader
DummyReader r(Fraction(24,1), 720, 480, 22000, 2, 5.0);
// Create mapping between 24 fps and 24 fps without pulldown
FrameMapper mapping(&r, Fraction(24, 1), PULLDOWN_NONE, 22000, 2, LAYOUT_STEREO);
CHECK(mapping.Name() == "FrameMapper");
// Should find this frame
MappedFrame f = mapping.GetMappedFrame(100);
CHECK(f.Odd.Frame == 100);
CHECK(f.Even.Frame == 100);
// Should return end frame
f = mapping.GetMappedFrame(150);
CHECK(f.Odd.Frame == 120);
CHECK(f.Even.Frame == 120);
mapping.Close();
mapping.Reader(nullptr);
CHECK_THROWS_AS(mapping.Reader(), ReaderClosed);
}
TEST_CASE( "Invalid_Frame_Too_Small", "[libopenshot][framemapper]" )
{
// Create a reader
DummyReader r(Fraction(24,1), 720, 480, 22000, 2, 5.0);
// Create mapping 24 fps and 29.97 fps
FrameMapper mapping(&r, Fraction(30000, 1001), PULLDOWN_CLASSIC, 22000, 2, LAYOUT_STEREO);
// Check invalid frame number
CHECK_THROWS_AS(mapping.GetMappedFrame(0), OutOfBoundsFrame);
}
TEST_CASE( "24_fps_to_30_fps_Pulldown_Classic", "[libopenshot][framemapper]" )
{
// Create a reader
DummyReader r(Fraction(24,1), 720, 480, 22000, 2, 5.0);
// Create mapping 24 fps and 30 fps
FrameMapper mapping(&r, Fraction(30, 1), PULLDOWN_CLASSIC, 22000, 2, LAYOUT_STEREO);
MappedFrame frame2 = mapping.GetMappedFrame(2);
MappedFrame frame3 = mapping.GetMappedFrame(3);
// Check for 3 fields of frame 2
CHECK(frame2.Odd.Frame == 2);
CHECK(frame2.Even.Frame == 2);
CHECK(frame3.Odd.Frame == 2);
CHECK(frame3.Even.Frame == 3);
}
TEST_CASE( "24_fps_to_30_fps_Pulldown_Advanced", "[libopenshot][framemapper]" )
{
// Create a reader
DummyReader r(Fraction(24,1), 720, 480, 22000, 2, 5.0);
// Create mapping 24 fps and 30 fps
FrameMapper mapping(&r, Fraction(30, 1), PULLDOWN_ADVANCED, 22000, 2, LAYOUT_STEREO);
MappedFrame frame2 = mapping.GetMappedFrame(2);
MappedFrame frame3 = mapping.GetMappedFrame(3);
MappedFrame frame4 = mapping.GetMappedFrame(4);
// Check for advanced pulldown (only 1 fake frame)
CHECK(frame2.Odd.Frame == 2);
CHECK(frame2.Even.Frame == 2);
CHECK(frame3.Odd.Frame == 2);
CHECK(frame3.Even.Frame == 3);
CHECK(frame4.Odd.Frame == 3);
CHECK(frame4.Even.Frame == 3);
}
TEST_CASE( "24_fps_to_30_fps_Pulldown_None", "[libopenshot][framemapper]" )
{
// Create a reader
DummyReader r(Fraction(24,1), 720, 480, 22000, 2, 5.0);
// Create mapping 24 fps and 30 fps
FrameMapper mapping(&r, Fraction(30, 1), PULLDOWN_NONE, 22000, 2, LAYOUT_STEREO);
MappedFrame frame4 = mapping.GetMappedFrame(4);
MappedFrame frame5 = mapping.GetMappedFrame(5);
// Check for advanced pulldown (only 1 fake frame)
CHECK(frame4.Odd.Frame == 4);
CHECK(frame4.Even.Frame == 4);
CHECK(frame5.Odd.Frame == 4);
CHECK(frame5.Even.Frame == 4);
}
TEST_CASE( "30_fps_to_24_fps_Pulldown_Classic", "[libopenshot][framemapper]" )
{
// Create a reader
DummyReader r(Fraction(30, 1), 720, 480, 22000, 2, 5.0);
// Create mapping between 30 fps and 24 fps
FrameMapper mapping(&r, Fraction(24, 1), PULLDOWN_CLASSIC, 22000, 2, LAYOUT_STEREO);
MappedFrame frame3 = mapping.GetMappedFrame(3);
MappedFrame frame4 = mapping.GetMappedFrame(4);
MappedFrame frame5 = mapping.GetMappedFrame(5);
// Check for advanced pulldown (only 1 fake frame)
CHECK(frame3.Odd.Frame == 4);
CHECK(frame3.Even.Frame == 3);
CHECK(frame4.Odd.Frame == 5);
CHECK(frame4.Even.Frame == 4);
CHECK(frame5.Odd.Frame == 6);
CHECK(frame5.Even.Frame == 6);
}
TEST_CASE( "30_fps_to_24_fps_Pulldown_Advanced", "[libopenshot][framemapper]" )
{
// Create a reader
DummyReader r(Fraction(30, 1), 720, 480, 22000, 2, 5.0);
// Create mapping between 30 fps and 24 fps
FrameMapper mapping(&r, Fraction(24, 1), PULLDOWN_ADVANCED, 22000, 2, LAYOUT_STEREO);
MappedFrame frame2 = mapping.GetMappedFrame(2);
MappedFrame frame3 = mapping.GetMappedFrame(3);
MappedFrame frame4 = mapping.GetMappedFrame(4);
// Check for advanced pulldown (only 1 fake frame)
CHECK(frame2.Odd.Frame == 2);
CHECK(frame2.Even.Frame == 2);
CHECK(frame3.Odd.Frame == 4);
CHECK(frame3.Even.Frame == 4);
CHECK(frame4.Odd.Frame == 5);
CHECK(frame4.Even.Frame == 5);
}
TEST_CASE( "30_fps_to_24_fps_Pulldown_None", "[libopenshot][framemapper]" )
{
// Create a reader
DummyReader r(Fraction(30, 1), 720, 480, 22000, 2, 5.0);
// Create mapping between 30 fps and 24 fps
FrameMapper mapping(&r, Fraction(24, 1), PULLDOWN_NONE, 22000, 2, LAYOUT_STEREO);
MappedFrame frame4 = mapping.GetMappedFrame(4);
MappedFrame frame5 = mapping.GetMappedFrame(5);
// Check for advanced pulldown (only 1 fake frame)
CHECK(frame4.Odd.Frame == 4);
CHECK(frame4.Even.Frame == 4);
CHECK(frame5.Odd.Frame == 6);
CHECK(frame5.Even.Frame == 6);
}
TEST_CASE( "resample_audio_48000_to_41000", "[libopenshot][framemapper]" )
{
// Create a reader
std::stringstream path;
path << TEST_MEDIA_PATH << "sintel_trailer-720p.mp4";
FFmpegReader r(path.str());
// Map to 30 fps, 3 channels surround, 44100 sample rate
FrameMapper map(&r, Fraction(30,1), PULLDOWN_NONE, 44100, 3, LAYOUT_SURROUND);
map.Open();
// Check details
CHECK(map.GetFrame(1)->GetAudioChannelsCount() == 3);
CHECK(map.GetFrame(1)->GetAudioSamplesCount() == 1470);
CHECK(map.GetFrame(2)->GetAudioSamplesCount() == 1470);
CHECK(map.GetFrame(50)->GetAudioSamplesCount() == 1470);
CHECK(map.info.video_length == 1558);
// Change mapping data
map.ChangeMapping(Fraction(25,1), PULLDOWN_NONE, 22050, 1, LAYOUT_MONO);
// Check details
CHECK(map.GetFrame(1)->GetAudioChannelsCount() == 1);
CHECK(map.GetFrame(1)->GetAudioSamplesCount() == Approx(882).margin(10.0));
CHECK(map.GetFrame(2)->GetAudioSamplesCount() == Approx(882).margin(10.0));
CHECK(map.GetFrame(50)->GetAudioSamplesCount() == Approx(882).margin(10.0));
CHECK(map.info.video_length == 1299);
// Close mapper
map.Close();
}
TEST_CASE( "resample_audio_mapper", "[libopenshot][framemapper]" ) {
// This test verifies that audio data can be resampled on FrameMapper
// instances, even on frame rates that do not divide evenly, and that no audio data is misplaced
// or duplicated. We verify this by creating a SIN wave, add those data points to a DummyReader,
// and then resample, and compare the result back to the original SIN wave calculation.
// Create cache object to hold test frames
CacheMemory cache;
const int OFFSET = 0;
const float AMPLITUDE = 0.75;
const int NUM_SAMPLES = 100;
double angle = 0.0;
// Let's create some test frames
for (int64_t frame_number = 1; frame_number <= 90; frame_number++) {
// Create blank frame (with specific frame #, samples, and channels)
// Sample count should be 44100 / 30 fps = 1470 samples per frame
int sample_count = 1470;
auto f = std::make_shared<openshot::Frame>(frame_number, sample_count, 2);
// Create test samples with sin wave (predictable values)
float *audio_buffer = new float[sample_count * 2];
for (int sample_number = 0; sample_number < sample_count; sample_number++)
{
// Calculate sin wave
float sample_value = float(AMPLITUDE * sin(angle) + OFFSET);
audio_buffer[sample_number] = abs(sample_value);
angle += (2 * M_PI) / NUM_SAMPLES;
}
// Add custom audio samples to Frame (bool replaceSamples, int destChannel, int destStartSample, const float* source,
f->AddAudio(true, 0, 0, audio_buffer, sample_count, 1.0); // add channel 1
f->AddAudio(true, 1, 0, audio_buffer, sample_count, 1.0); // add channel 2
// Add test frame to dummy reader
cache.Add(f);
delete[] audio_buffer;
}
// Create a dummy reader, with a pre-existing cache
openshot::DummyReader r(openshot::Fraction(30, 1), 1, 1, 44100, 2, 30.0, &cache);
r.Open(); // Open the reader
// Sample rates
std::vector<int> arr = { 44100, 16000 };
for (auto& rate : arr) {
// Reset SIN wave
angle = 0.0;
// Map to 24 fps, which should create a variable # of samples per frame
FrameMapper map(&r, Fraction(24,1), PULLDOWN_NONE, rate, 2, LAYOUT_STEREO);
map.info.has_audio = true;
map.Open();
// Calculating how much the initial sample rate has changed
float resample_multiplier = ((float) rate / r.info.sample_rate);
// Loop through samples, and verify FrameMapper didn't mess up individual sample values
int num_samples = 0;
for (int frame_index = 1; frame_index <= map.info.fps.ToInt(); frame_index++) {
int sample_count = map.GetFrame(frame_index)->GetAudioSamplesCount();
for (int sample_index = 0; sample_index < sample_count; sample_index++) {
// Calculate sin wave
float sample_value = abs(float(AMPLITUDE * sin(angle) + OFFSET));
angle += (2 * M_PI) / (NUM_SAMPLES * resample_multiplier);
// Verify each mapped sample value is correct (after being redistributed by the FrameMapper)
float resampled_value = map.GetFrame(frame_index)->GetAudioSample(0, sample_index, 1.0);
// TODO: 0.1 is much to broad to accurately test this, but without this, all the resampled values are too far away from expected
CHECK(resampled_value == Approx(sample_value).margin(0.1));
}
// Increment sample value
num_samples += map.GetFrame(frame_index)->GetAudioSamplesCount();
}
// Verify samples per second is correct (i.e. 44100)
CHECK(map.info.sample_rate == num_samples);
// Create Timeline (same specs as reader)
Timeline t1(map.info.width, map.info.height, map.info.fps, rate, map.info.channels, map.info.channel_layout);
Clip c1;
c1.Reader(&map);
c1.Layer(1);
c1.Position(0.0);
c1.Start(0.0);
c1.End(10.0);
// Create 2nd map to 24 fps, which should create a variable # of samples per frame (for some sample rates)
FrameMapper map2(&r, Fraction(24, 1), PULLDOWN_NONE, rate, 2, LAYOUT_STEREO);
map2.info.has_audio = true;
map2.Open();
Clip c2;
c2.Reader(&map2);
c2.Layer(1);
c2.Position(0.0);
c2.Start(0.0);
c2.End(10.0);
// Add clips
t1.AddClip(&c1);
t1.AddClip(&c2);
t1.Open();
// Reset SIN wave
angle = 0.0;
for (int frame_index = 1; frame_index < 24; frame_index++) {
auto f = t1.GetFrame(frame_index);
auto sample_count = f->GetAudioSamplesCount();
for (int i = 0; i < sample_count; i++) {
// Calculate sin wave
float sample_value = abs(float(AMPLITUDE * sin(angle) + OFFSET));
angle += (2 * M_PI) / (NUM_SAMPLES * resample_multiplier);
// Verify each mapped sample value is correct (after being redistributed by the FrameMapper)
float resampled_value = f->GetAudioSample(0, i, 1.0);
// TODO: 0.1 is much to broad to accurately test this, but without this, all the resampled values are too far away from expected
// Testing wave value X 2, since we have 2 overlapping clips
CHECK(resampled_value == Approx(sample_value * 2.0).margin(0.1));
}
}
// Close mapper
map.Close();
map2.Close();
t1.Close();
}
// Clean up
cache.Clear();
r.Close();
}
TEST_CASE( "redistribute_samples_per_frame", "[libopenshot][framemapper]" ) {
// This test verifies that audio data is correctly aligned on
// FrameMapper instances. We do this by creating 2 Clips based on the same parent reader
// (i.e. same exact audio sample data). We use a Timeline to overlap these clips
// (and offset 1 clip by 1 frame), and we verify that the correct # of samples is returned by each
// Clip Frame instance. In the past, FrameMappers would sometimes generate the wrong # of samples
// in a frame, and the Timeline recieve mismatching # of audio samples from 2 or more clips...
// causing audio data to be truncated and lost (i.e. creating a pop).
// Create cache object to hold test frames
CacheMemory cache;
// Let's create some test frames
int sample_value = 0;
for (int64_t frame_number = 1; frame_number <= 90; frame_number++) {
// Create blank frame (with specific frame #, samples, and channels)
// Sample count should be 44100 / 30 fps = 1470 samples per frame
int sample_count = 1470;
auto f = std::make_shared<openshot::Frame>(frame_number, sample_count, 2);
// Create test samples with incrementing value
float *audio_buffer = new float[sample_count];
for (int64_t sample_number = 0; sample_number < sample_count; sample_number++) {
audio_buffer[sample_number] = sample_value + sample_number;
}
// Increment counter
sample_value += sample_count;
// Add custom audio samples to Frame (bool replaceSamples, int destChannel, int destStartSample, const float* source,
f->AddAudio(true, 0, 0, audio_buffer, sample_count, 1.0); // add channel 1
f->AddAudio(true, 1, 0, audio_buffer, sample_count, 1.0); // add channel 2
// Add test frame to dummy reader
cache.Add(f);
delete[] audio_buffer;
}
// Create a dummy reader, with a pre-existing cache
openshot::DummyReader r(openshot::Fraction(30, 1), 1920, 1080, 44100, 2, 30.0, &cache);
r.Open(); // Open the reader
// Sample rates
std::vector<int> arr = { 24, 30, 60 };
for (auto& fps : arr) {
// Map to 24 fps, which should create a variable # of samples per frame
FrameMapper map(&r, Fraction(fps,1), PULLDOWN_NONE, 44100, 2, LAYOUT_STEREO);
map.info.has_audio = true;
map.Open();
// Loop through samples, and verify FrameMapper didn't mess up individual sample values
sample_value = 0;
for (int frame_index = 1; frame_index <= map.info.fps.ToInt(); frame_index++) {
for (int i = 0; i < map.GetFrame(frame_index)->GetAudioSamplesCount(); i++) {
// Verify each mapped sample value is correct (after being redistributed by the FrameMapper)
CHECK(map.GetFrame(frame_index)->GetAudioSample(0, i, 1.0) == sample_value + i);
}
// Increment sample value
sample_value += map.GetFrame(frame_index)->GetAudioSamplesCount();
}
// Verify samples per second is correct (i.e. 44100)
CHECK(map.info.sample_rate == sample_value);
// Create Timeline (same specs as reader)
Timeline t1(map.info.width, map.info.height, map.info.fps, 44100, map.info.channels, map.info.channel_layout);
Clip c1;
c1.Reader(&map);
c1.Layer(1);
c1.Position(0.0);
c1.Start(0.0);
c1.End(10.0);
// Create 2nd map to 24 fps, which should create a variable # of samples per frame
FrameMapper map2(&r, Fraction(fps, 1), PULLDOWN_NONE, 44100, 2, LAYOUT_STEREO);
map2.info.has_audio = true;
map2.Open();
Clip c2;
c2.Reader(&map2);
c2.Layer(1);
// Position 1 frame into the video, this should mis-align the audio and create situations
// which overlapping Frame instances have different # of samples for the Timeline.
c2.Position(map2.info.video_timebase.ToFloat());
c2.Start(0.0);
c2.End(10.0);
// Add clips
t1.AddClip(&c1);
t1.AddClip(&c2);
t1.Open();
// Loop through samples, and verify Timeline didn't mess up individual sample values
int previous_sample_value = 0;
for (int frame_index = 2; frame_index < 24; frame_index++) {
t1.GetFrame(frame_index);
for (int sample_index = 0; sample_index < t1.GetFrame(frame_index)->GetAudioSamplesCount(); sample_index++) {
int sample_diff = t1.GetFrame(frame_index)->GetAudioSample(0, sample_index, 1.0) - previous_sample_value;
if (previous_sample_value == 0) {
sample_diff = 2;
}
// Check if sample_value - previous_value == 2
// This should be true, because the DummyReader is added twice to the Timeline, and is overlapping
// This should be an ever increasing linear curve, increasing by 2 each sample on the Timeline
CHECK(sample_diff == 2);
// Set previous sample value
previous_sample_value = t1.GetFrame(frame_index)->GetAudioSample(0, sample_index, 1.0);
}
}
// Close mapper
map.Close();
map2.Close();
t1.Close();
}
// Clean up
cache.Clear();
r.Close();
}
TEST_CASE( "Distribute samples", "[libopenshot][framemapper]" ) {
// This test verifies that audio data can be redistributed correctly
// between common and uncommon frame rates
int sample_rate = 48000;
int channels = 2;
int num_seconds = 1;
// Source frame rates (varies the # of samples per frame)
std::vector<openshot::Fraction> rates = {
openshot::Fraction(30,1),
openshot::Fraction(24,1) ,
openshot::Fraction(119,4),
openshot::Fraction(30000,1001)
};
for (auto& frame_rate : rates) {
// Init sin wave variables
const int OFFSET = 0;
const float AMPLITUDE = 0.75;
const int NUM_SAMPLES = 100;
double angle = 0.0;
// Create cache object to hold test frames
openshot::CacheMemory cache;
// Let's create some test frames
for (int64_t frame_number = 1; frame_number <= (frame_rate.ToFloat() * num_seconds * 2); ++frame_number) {
// Create blank frame (with specific frame #, samples, and channels)
int sample_count = openshot::Frame::GetSamplesPerFrame(frame_number, frame_rate, sample_rate, channels);
auto f = std::make_shared<openshot::Frame>(frame_number, sample_count, channels);
f->SampleRate(sample_rate);
// Create test samples with sin wave (predictable values)
float *audio_buffer = new float[sample_count * 2];
for (int sample_number = 0; sample_number < sample_count; sample_number++) {
// Calculate sin wave
float sample_value = float(AMPLITUDE * sin(angle) + OFFSET);
audio_buffer[sample_number] = abs(sample_value);
angle += (2 * M_PI) / NUM_SAMPLES;
}
// Add custom audio samples to Frame (bool replaceSamples, int destChannel, int destStartSample, const float* source,
f->AddAudio(true, 0, 0, audio_buffer, sample_count, 1.0); // add channel 1
f->AddAudio(true, 1, 0, audio_buffer, sample_count, 1.0); // add channel 2
// Add test frame to dummy reader
cache.Add(f);
delete[] audio_buffer;
}
openshot::DummyReader r(frame_rate, 1920, 1080, sample_rate, channels, 30.0, &cache);
r.Open();
// Target frame rates
std::vector<openshot::Fraction> mapped_rates = {
openshot::Fraction(30,1),
openshot::Fraction(24,1),
openshot::Fraction(119,4),
openshot::Fraction(30000,1001)
};
for (auto &mapped_rate : mapped_rates) {
// Reset SIN wave
angle = 0.0;
// Map to different fps
FrameMapper map(&r, mapped_rate, PULLDOWN_NONE, sample_rate, channels, LAYOUT_STEREO);
map.info.has_audio = true;
map.Open();
// Loop through samples, and verify FrameMapper didn't mess up individual sample values
int num_samples = 0;
for (int frame_index = 1; frame_index <= (map.info.fps.ToInt() * num_seconds); frame_index++) {
int sample_count = map.GetFrame(frame_index)->GetAudioSamplesCount();
for (int sample_index = 0; sample_index < sample_count; sample_index++) {
// Calculate sin wave
float predicted_value = abs(float(AMPLITUDE * sin(angle) + OFFSET));
angle += (2 * M_PI) / NUM_SAMPLES;
// Verify each mapped sample value is correct (after being redistributed by the FrameMapper)
float mapped_value = map.GetFrame(frame_index)->GetAudioSample(0, sample_index, 1.0);
CHECK(predicted_value == Approx(mapped_value).margin(0.001));
}
// Increment sample value
num_samples += map.GetFrame(frame_index)->GetAudioSamplesCount();
}
float clip_position = 3.77;
int starting_clip_frame = round(clip_position * map.info.fps.ToFloat()) + 1;
// Create Timeline (same specs as reader)
Timeline t1(map.info.width, map.info.height, map.info.fps, map.info.sample_rate, map.info.channels,
map.info.channel_layout);
Clip c1;
c1.Reader(&map);
c1.Layer(1);
c1.Position(clip_position);
c1.Start(0.0);
c1.End(10.0);
// Add clips
t1.AddClip(&c1);
t1.Open();
// Reset SIN wave
angle = 0.0;
for (int frame_index = starting_clip_frame; frame_index < (starting_clip_frame + (t1.info.fps.ToFloat() * num_seconds)); frame_index++) {
for (int sample_index = 0; sample_index < t1.GetFrame(frame_index)->GetAudioSamplesCount(); sample_index++) {
// Calculate sin wave
float predicted_value = abs(float(AMPLITUDE * sin(angle) + OFFSET));
angle += (2 * M_PI) / NUM_SAMPLES;
// Verify each mapped sample value is correct (after being redistributed by the FrameMapper)
float timeline_value = t1.GetFrame(frame_index)->GetAudioSample(0, sample_index, 1.0);
CHECK(predicted_value == Approx(timeline_value).margin(0.001));
}
}
// Close mapper
map.Close();
t1.Close();
}
// Clean up reader
r.Close();
cache.Clear();
} // for rates
}
TEST_CASE( "PrintMapping", "[libopenshot][framemapper]" )
{
const std::string expected(
R"(Target frame #: 1 mapped to original frame #: (1 odd, 1 even)
- Audio samples mapped to frame 1:0 to frame 1:1599
Target frame #: 2 mapped to original frame #: (2 odd, 2 even)
- Audio samples mapped to frame 1:1600 to frame 2:1199
Target frame #: 3 mapped to original frame #: (2 odd, 3 even)
- Audio samples mapped to frame 2:1200 to frame 3:799
Target frame #: 4 mapped to original frame #: (3 odd, 4 even)
- Audio samples mapped to frame 3:800 to frame 4:399
Target frame #: 5 mapped to original frame #: (4 odd, 4 even)
- Audio samples mapped to frame 4:400 to frame 4:1999
Target frame #: 6 mapped to original frame #: (5 odd, 5 even)
- Audio samples mapped to frame 5:0 to frame 5:1599
Target frame #: 7 mapped to original frame #: (6 odd, 6 even)
- Audio samples mapped to frame 5:1600 to frame 6:1199
Target frame #: 8 mapped to original frame #: (6 odd, 7 even)
- Audio samples mapped to frame 6:1200 to frame 7:799
Target frame #: 9 mapped to original frame #: (7 odd, 8 even)
- Audio samples mapped to frame 7:800 to frame 8:399
Target frame #: 10 mapped to original frame #: (8 odd, 8 even)
- Audio samples mapped to frame 8:400 to frame 8:1999)");
DummyReader r(Fraction(24,1), 720, 480, 48000, 2, 5.0);
// Create mapping 24 fps and 30 fps
FrameMapper mapping(
&r, Fraction(30, 1), PULLDOWN_CLASSIC, 48000, 2, LAYOUT_STEREO);
std::stringstream mapping_out;
mapping.PrintMapping(&mapping_out);
// Compare a [0, expected.size()) substring of output to expected
CHECK(mapping_out.str().substr(0, expected.size()) == expected);
}
TEST_CASE( "Json", "[libopenshot][framemapper]" )
{
DummyReader r(Fraction(30,1), 1280, 720, 48000, 2, 5.0);
FrameMapper map(&r, Fraction(30, 1), PULLDOWN_NONE, 48000, 2, LAYOUT_STEREO);
// Read JSON config & write it back again
const std::string map_config = map.Json();
map.SetJson(map_config);
CHECK(map.info.sample_rate == 48000);
CHECK(map.info.fps.num == 30);
}