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131 lines
4.1 KiB
C++
131 lines
4.1 KiB
C++
/**
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* @file
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* @brief Source file for AudioResampler class
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* @author Jonathan Thomas <jonathan@openshot.org>
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*
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* @ref License
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*/
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/* LICENSE
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*
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* Copyright (c) 2008-2019 OpenShot Studios, LLC
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* <http://www.openshotstudios.com/>. This file is part of
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* OpenShot Library (libopenshot), an open-source project dedicated to
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* delivering high quality video editing and animation solutions to the
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* world. For more information visit <http://www.openshot.org/>.
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*
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* OpenShot Library (libopenshot) is free software: you can redistribute it
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* and/or modify it under the terms of the GNU Lesser General Public License
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* as published by the Free Software Foundation, either version 3 of the
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* License, or (at your option) any later version.
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*
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* OpenShot Library (libopenshot) is distributed in the hope that it will be
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* useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with OpenShot Library. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "AudioResampler.h"
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using namespace std;
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using namespace openshot;
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// Default constructor, max frames to cache is 20 // resample_source(NULL), buffer_source(NULL), num_of_samples(0), new_num_of_samples(0), dest_ratio(0), source_ratio(0), resampled_buffer(NULL), isPrepared(false)
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AudioResampler::AudioResampler()
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{
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resample_source = NULL;
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buffer_source = NULL;
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num_of_samples = 0;
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new_num_of_samples = 0;
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dest_ratio = 0;
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source_ratio = 0;
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resampled_buffer = NULL;
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isPrepared = false;
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// Init buffer source
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buffer_source = new AudioBufferSource(buffer);
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// Init resampling source
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resample_source = new juce::ResamplingAudioSource(buffer_source, false, 2);
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// Init resampled buffer
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resampled_buffer = new juce::AudioSampleBuffer(2, 1);
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resampled_buffer->clear();
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// Init callback buffer
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resample_callback_buffer.buffer = resampled_buffer;
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resample_callback_buffer.numSamples = 1;
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resample_callback_buffer.startSample = 0;
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}
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// Descructor
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AudioResampler::~AudioResampler()
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{
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// Clean up
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if (buffer_source)
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delete buffer_source;
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if (resample_source)
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delete resample_source;
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if (resampled_buffer)
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delete resampled_buffer;
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}
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// Sets the audio buffer and updates the key settings
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void AudioResampler::SetBuffer(juce::AudioSampleBuffer *new_buffer, double sample_rate, double new_sample_rate)
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{
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if (sample_rate <= 0)
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sample_rate = 44100;
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if (new_sample_rate <= 0)
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new_sample_rate = 44100;
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// Set the sample ratio (the ratio of sample rate change)
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source_ratio = sample_rate / new_sample_rate;
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// Call SetBuffer with ratio
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SetBuffer(new_buffer, source_ratio);
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}
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// Sets the audio buffer and key settings
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void AudioResampler::SetBuffer(juce::AudioSampleBuffer *new_buffer, double ratio)
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{
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// Update buffer & buffer source
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buffer = new_buffer;
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buffer_source->setBuffer(buffer);
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// Set the sample ratio (the ratio of sample rate change)
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source_ratio = ratio;
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dest_ratio = 1.0 / ratio;
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num_of_samples = buffer->getNumSamples();
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new_num_of_samples = round(num_of_samples * dest_ratio) - 1;
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// Set resample ratio
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resample_source->setResamplingRatio(source_ratio);
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// Prepare to play resample source
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if (!isPrepared)
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{
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// Prepare to play the audio sources (and set the # of samples per chunk to a little more than expected)
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resample_source->prepareToPlay(num_of_samples + 10, 0);
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isPrepared = true;
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}
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// Resize buffer for the newly resampled data
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resampled_buffer->setSize(buffer->getNumChannels(), new_num_of_samples, true, true, true);
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resample_callback_buffer.numSamples = new_num_of_samples;
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resample_callback_buffer.startSample = 0;
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resample_callback_buffer.clearActiveBufferRegion();
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}
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// Get the resampled audio buffer
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juce::AudioSampleBuffer* AudioResampler::GetResampledBuffer()
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{
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// Resample the current frame's audio buffer (into the temp callback buffer)
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resample_source->getNextAudioBlock(resample_callback_buffer);
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// Return buffer pointer to this newly resampled buffer
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return resampled_buffer;
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}
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