本文整理汇总了C++中AudioDecoder::flush方法的典型用法代码示例。如果您正苦于以下问题:C++ AudioDecoder::flush方法的具体用法?C++ AudioDecoder::flush怎么用?C++ AudioDecoder::flush使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AudioDecoder
的用法示例。
在下文中一共展示了AudioDecoder::flush方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: run
/*
*TODO:
* if output is null or dummy, the use duration to wait
*/
void AudioThread::run()
{
DPTR_D(AudioThread);
//No decoder or output. No audio output is ok, just display picture
if (!d.dec || !d.dec->isAvailable() || !d.outputSet)
return;
resetState();
Q_ASSERT(d.clock != 0);
AudioDecoder *dec = static_cast<AudioDecoder*>(d.dec);
AudioOutput *ao = 0;
// first() is not null even if list empty
if (!d.outputSet->outputs().isEmpty())
ao = static_cast<AudioOutput*>(d.outputSet->outputs().first()); //TODO: not here
d.init();
//TODO: bool need_sync in private class
bool is_external_clock = d.clock->clockType() == AVClock::ExternalClock;
Packet pkt;
while (!d.stop) {
processNextTask();
//TODO: why put it at the end of loop then playNextFrame() not work?
if (tryPause()) { //DO NOT continue, or playNextFrame() will fail
if (d.stop)
break; //the queue is empty and may block. should setBlocking(false) wake up cond empty?
} else {
if (isPaused())
continue;
}
if (d.packets.isEmpty() && !d.stop) {
d.stop = d.demux_end;
}
if (d.stop) {
qDebug("audio thread stop before take packet");
break;
}
if (!pkt.isValid()) {
pkt = d.packets.take(); //wait to dequeue
}
if (!pkt.isValid()) {
qDebug("Invalid packet! flush audio codec context!!!!!!!! audio queue size=%d", d.packets.size());
dec->flush();
continue;
}
bool skip_render = pkt.pts < d.render_pts0;
// audio has no key frame, skip rendering equals to skip decoding
if (skip_render) {
d.clock->updateValue(pkt.pts);
/*
* audio may be too fast than video if skip without sleep
* a frame is about 20ms. sleep time must be << frame time
*/
qreal a_v = pkt.pts - d.clock->videoPts();
//qDebug("skip audio decode at %f/%f v=%f a-v=%f", pkt.pts, d.render_pts0, d.clock->videoPts(), a_v);
if (a_v > 0)
msleep(qMin((ulong)300, ulong(a_v*1000.0)));
else
msleep(2);
pkt = Packet(); //mark invalid to take next
continue;
}
d.render_pts0 = 0;
if (is_external_clock) {
d.delay = pkt.pts - d.clock->value();
/*
*after seeking forward, a packet may be the old, v packet may be
*the new packet, then the d.delay is very large, omit it.
*TODO: 1. how to choose the value
* 2. use last delay when seeking
*/
if (qAbs(d.delay) < 2.718) {
if (d.delay < -kSyncThreshold) { //Speed up. drop frame?
//continue;
}
while (d.delay > kSyncThreshold) { //Slow down
//d.delay_cond.wait(&d.mutex, d.delay*1000); //replay may fail. why?
//qDebug("~~~~~wating for %f msecs", d.delay*1000);
usleep(kSyncThreshold * 1000000UL);
if (d.stop)
d.delay = 0;
else
d.delay -= kSyncThreshold;
}
if (d.delay > 0)
usleep(d.delay * 1000000UL);
} else { //when to drop off?
if (d.delay > 0) {
msleep(64);
} else {
//audio packet not cleaned up?
continue;
}
}
} else {
d.clock->updateValue(pkt.pts);
}
//DO NOT decode and convert if ao is not available or mute!
//.........这里部分代码省略.........
示例2: run
//TODO: if output is null or dummy, the use duration to wait
void AudioThread::run()
{
DPTR_D(AudioThread);
//No decoder or output. No audio output is ok, just display picture
if (!d.dec || !d.dec->isAvailable())
return;
resetState();
Q_ASSERT(d.clock != 0);
AudioDecoder *dec = static_cast<AudioDecoder*>(d.dec);
AudioOutput *ao = static_cast<AudioOutput*>(d.writer);
int sample_rate = dec->codecContext()->sample_rate;
int channels = dec->codecContext()->channels;
int csf = channels * sample_rate * sizeof(float);
static const double max_len = 0.02;
d.last_pts = 0;
while (!d.stop) {
//TODO: why put it at the end of loop then playNextFrame() not work?
if (tryPause()) { //DO NOT continue, or playNextFrame() will fail
if (d.stop)
break; //the queue is empty and may block. should setBlocking(false) wake up cond empty?
}
QMutexLocker locker(&d.mutex);
Q_UNUSED(locker);
if (d.packets.isEmpty() && !d.stop) {
d.stop = d.demux_end;
if (d.stop) {
break;
}
}
Packet pkt = d.packets.take(); //wait to dequeue
if (!pkt.isValid()) {
qDebug("Invalid packet! flush audio codec context!!!!!!!!");
dec->flush();
continue;
}
d.clock->updateValue(pkt.pts);
//DO NOT decode and convert if ao is not available or mute!
if (dec->decode(pkt.data)) {
QByteArray decoded(dec->data());
int decodedSize = decoded.size();
int decodedPos = 0;
qreal delay =0;
while (decodedSize > 0) {
int chunk = qMin(decodedSize, int(max_len*csf));
d.clock->updateDelay(delay += (qreal)chunk/(qreal)csf);
QByteArray decodedChunk(chunk, 0); //volume == 0 || mute
if (ao && ao->isAvailable()) {
if (!ao->isMute()) {
decodedChunk = QByteArray::fromRawData(decoded.constData() + decodedPos, chunk);
qreal vol = ao->volume();
if (vol != 1.0) {
int len = decodedChunk.size()/sizeof(float); //TODO: why???
float *data = (float*)decodedChunk.data();
for (int i = 0; i < len; ++i)
data[i] *= vol;
}
}
ao->writeData(decodedChunk);
} else {
/*
* why need this even if we add delay? and usleep sounds weird
* the advantage is if no audio device, the play speed is ok too
* So is portaudio blocking the thread when playing?
*/
static bool sWarn_no_ao = true; //FIXME: no warning when replay. warn only once
if (sWarn_no_ao) {
qDebug("Audio output not available! msleep(%lu)", (unsigned long)((qreal)chunk/(qreal)csf * 1000));
sWarn_no_ao = false;
}
//TODO: avoid acummulative error. External clock?
msleep((unsigned long)((qreal)chunk/(qreal)csf * 1000.0));
}
decodedPos += chunk;
decodedSize -= chunk;
}
} else {
//qWarning("Decode audio failed");
qreal dt = pkt.pts - d.last_pts;
if (abs(dt) > 0.618 || dt < 0) {
dt = 0;
}
//qDebug("sleep %f", dt);
//TODO: avoid acummulative error. External clock?
msleep((unsigned long)(dt*1000.0));
}
d.last_pts = d.clock->value(); //not pkt.pts! the delay is updated!
}
qDebug("Audio thread stops running...");
}