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C++ CAEChannelInfo::Reset方法代码示例

本文整理汇总了C++中CAEChannelInfo::Reset方法的典型用法代码示例。如果您正苦于以下问题:C++ CAEChannelInfo::Reset方法的具体用法?C++ CAEChannelInfo::Reset怎么用?C++ CAEChannelInfo::Reset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CAEChannelInfo的用法示例。


在下文中一共展示了CAEChannelInfo::Reset方法的6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: BuildChannelLayout

unsigned int CAEEncoderFFmpeg::BuildChannelLayout(const int64_t ffmap, CAEChannelInfo& layout)
{
  /* build the channel layout and count the channels */
  layout.Reset();
  if (ffmap & AV_CH_FRONT_LEFT           ) layout += AE_CH_FL  ;
  if (ffmap & AV_CH_FRONT_RIGHT          ) layout += AE_CH_FR  ;
  if (ffmap & AV_CH_FRONT_CENTER         ) layout += AE_CH_FC  ;
  if (ffmap & AV_CH_LOW_FREQUENCY        ) layout += AE_CH_LFE ;
  if (ffmap & AV_CH_BACK_LEFT            ) layout += AE_CH_BL  ;
  if (ffmap & AV_CH_BACK_RIGHT           ) layout += AE_CH_BR  ;
  if (ffmap & AV_CH_FRONT_LEFT_OF_CENTER ) layout += AE_CH_FLOC;
  if (ffmap & AV_CH_FRONT_RIGHT_OF_CENTER) layout += AE_CH_FROC;
  if (ffmap & AV_CH_BACK_CENTER          ) layout += AE_CH_BC  ;
  if (ffmap & AV_CH_SIDE_LEFT            ) layout += AE_CH_SL  ;
  if (ffmap & AV_CH_SIDE_RIGHT           ) layout += AE_CH_SR  ;
  if (ffmap & AV_CH_TOP_CENTER           ) layout += AE_CH_TC  ;
  if (ffmap & AV_CH_TOP_FRONT_LEFT       ) layout += AE_CH_TFL ;
  if (ffmap & AV_CH_TOP_FRONT_CENTER     ) layout += AE_CH_TFC ;
  if (ffmap & AV_CH_TOP_FRONT_RIGHT      ) layout += AE_CH_TFR ;
  if (ffmap & AV_CH_TOP_BACK_LEFT        ) layout += AE_CH_TBL ;
  if (ffmap & AV_CH_TOP_BACK_CENTER      ) layout += AE_CH_TBC ;
  if (ffmap & AV_CH_TOP_BACK_RIGHT       ) layout += AE_CH_TBR ;

  return layout.Count();
}
开发者ID:cg110,项目名称:xbmc,代码行数:25,代码来源:AEEncoderFFmpeg.cpp

示例2: GetAEChannelLayout

CAEChannelInfo CAEUtil::GetAEChannelLayout(uint64_t layout)
{
  CAEChannelInfo channelLayout;
  channelLayout.Reset();

  if (layout & AV_CH_FRONT_LEFT)       channelLayout += AE_CH_FL;
  if (layout & AV_CH_FRONT_RIGHT)      channelLayout += AE_CH_FR;
  if (layout & AV_CH_FRONT_CENTER)     channelLayout += AE_CH_FC;
  if (layout & AV_CH_LOW_FREQUENCY)    channelLayout += AE_CH_LFE;
  if (layout & AV_CH_BACK_LEFT)        channelLayout += AE_CH_BL;
  if (layout & AV_CH_BACK_RIGHT)       channelLayout += AE_CH_BR;
  if (layout & AV_CH_FRONT_LEFT_OF_CENTER)  channelLayout += AE_CH_FLOC;
  if (layout & AV_CH_FRONT_RIGHT_OF_CENTER) channelLayout += AE_CH_FROC;
  if (layout & AV_CH_BACK_CENTER)      channelLayout += AE_CH_BC;
  if (layout & AV_CH_SIDE_LEFT)        channelLayout += AE_CH_SL;
  if (layout & AV_CH_SIDE_RIGHT)       channelLayout += AE_CH_SR;
  if (layout & AV_CH_TOP_CENTER)       channelLayout += AE_CH_TC;
  if (layout & AV_CH_TOP_FRONT_LEFT)   channelLayout += AE_CH_TFL;
  if (layout & AV_CH_TOP_FRONT_CENTER) channelLayout += AE_CH_TFC;
  if (layout & AV_CH_TOP_FRONT_RIGHT)  channelLayout += AE_CH_TFR;
  if (layout & AV_CH_TOP_BACK_LEFT)    channelLayout += AE_CH_BL;
  if (layout & AV_CH_TOP_BACK_CENTER)  channelLayout += AE_CH_BC;
  if (layout & AV_CH_TOP_BACK_RIGHT)   channelLayout += AE_CH_BR;

  return channelLayout;
}
开发者ID:Arcko,项目名称:xbmc,代码行数:26,代码来源:AEUtil.cpp

示例3: PAChannelToAEChannelMap

static CAEChannelInfo PAChannelToAEChannelMap(pa_channel_map channels)
{
  CAEChannelInfo info;
  AEChannel ch;
  info.Reset();
  for (unsigned int i=0; i<channels.channels; i++)
  {
    ch = PAChannelToAEChannel(channels.map[i]);
    if(ch != AE_CH_NULL)
      info += ch;
  }
  return info;
}
开发者ID:CenturyGlorion,项目名称:xbmc,代码行数:13,代码来源:AESinkPULSE.cpp

示例4: EnumerateDevicesEx

void CAESinkWASAPI::EnumerateDevicesEx(AEDeviceInfoList &deviceInfoList, bool force)
{
  IMMDeviceEnumerator* pEnumerator = NULL;
  IMMDeviceCollection* pEnumDevices = NULL;
  IMMDevice*           pDefaultDevice = NULL;
  CAEDeviceInfo        deviceInfo;
  CAEChannelInfo       deviceChannels;
  LPWSTR               pwszID = NULL;
  std::wstring         wstrDDID;

  WAVEFORMATEXTENSIBLE wfxex = {0};
  HRESULT              hr;

  hr = CoCreateInstance(CLSID_MMDeviceEnumerator, NULL, CLSCTX_ALL, IID_IMMDeviceEnumerator, (void**)&pEnumerator);
  EXIT_ON_FAILURE(hr, __FUNCTION__": Could not allocate WASAPI device enumerator. CoCreateInstance error code: %li", hr)

  UINT uiCount = 0;

  // get the default audio endpoint
  if(pEnumerator->GetDefaultAudioEndpoint(eRender, eConsole, &pDefaultDevice) == S_OK)
  {
    if(pDefaultDevice->GetId(&pwszID) == S_OK)
    {
      wstrDDID = pwszID;
      CoTaskMemFree(pwszID);
    }
    SAFE_RELEASE(pDefaultDevice);
  }

  // enumerate over all audio endpoints
  hr = pEnumerator->EnumAudioEndpoints(eRender, DEVICE_STATE_ACTIVE, &pEnumDevices);
  EXIT_ON_FAILURE(hr, __FUNCTION__": Retrieval of audio endpoint enumeration failed.")

  hr = pEnumDevices->GetCount(&uiCount);
  EXIT_ON_FAILURE(hr, __FUNCTION__": Retrieval of audio endpoint count failed.")

  for (UINT i = 0; i < uiCount; i++)
  {
    IMMDevice *pDevice = NULL;
    IPropertyStore *pProperty = NULL;
    PROPVARIANT varName;
    PropVariantInit(&varName);

    deviceInfo.m_channels.Reset();
    deviceInfo.m_dataFormats.clear();
    deviceInfo.m_sampleRates.clear();

    hr = pEnumDevices->Item(i, &pDevice);
    if (FAILED(hr))
    {
      CLog::Log(LOGERROR, __FUNCTION__": Retrieval of WASAPI endpoint failed.");
      goto failed;
    }

    hr = pDevice->OpenPropertyStore(STGM_READ, &pProperty);
    if (FAILED(hr))
    {
      CLog::Log(LOGERROR, __FUNCTION__": Retrieval of WASAPI endpoint properties failed.");
      SAFE_RELEASE(pDevice);
      goto failed;
    }

    hr = pProperty->GetValue(PKEY_Device_FriendlyName, &varName);
    if (FAILED(hr))
    {
      CLog::Log(LOGERROR, __FUNCTION__": Retrieval of WASAPI endpoint device name failed.");
      SAFE_RELEASE(pDevice);
      SAFE_RELEASE(pProperty);
      goto failed;
    }

    std::string strFriendlyName = localWideToUtf(varName.pwszVal);
    PropVariantClear(&varName);

    hr = pProperty->GetValue(PKEY_AudioEndpoint_GUID, &varName);
    if(FAILED(hr))
    {
      CLog::Log(LOGERROR, __FUNCTION__": Retrieval of WASAPI endpoint GUID failed.");
      SAFE_RELEASE(pDevice);
      SAFE_RELEASE(pProperty);
      goto failed;
    }

    std::string strDevName = localWideToUtf(varName.pwszVal);
    PropVariantClear(&varName);

    hr = pProperty->GetValue(PKEY_AudioEndpoint_FormFactor, &varName);
    if (FAILED(hr))
    {
      CLog::Log(LOGERROR, __FUNCTION__": Retrieval of WASAPI endpoint form factor failed.");
      SAFE_RELEASE(pDevice);
      SAFE_RELEASE(pProperty);
      goto failed;
    }
    std::string strWinDevType = winEndpoints[(EndpointFormFactor)varName.uiVal].winEndpointType;
    AEDeviceType aeDeviceType = winEndpoints[(EndpointFormFactor)varName.uiVal].aeDeviceType;

    PropVariantClear(&varName);

    hr = pProperty->GetValue(PKEY_AudioEndpoint_PhysicalSpeakers, &varName);
//.........这里部分代码省略.........
开发者ID:CaptainRewind,项目名称:xbmc,代码行数:101,代码来源:AESinkWASAPI.cpp

示例5: InitRemapper

void CActiveAEStream::InitRemapper()
{
  // check if input format follows ffmpeg channel mask
  bool needRemap = false;
  unsigned int avLast, avCur = 0;
  for(unsigned int i=0; i<m_format.m_channelLayout.Count(); i++)
  {
    avLast = avCur;
    avCur = CAEUtil::GetAVChannel(m_format.m_channelLayout[i]);
    if(avCur < avLast)
    {
      needRemap = true;
      break;
    }
  }

  if(needRemap)
  {
    CLog::Log(LOGDEBUG, "CActiveAEStream::%s - initialize remapper", __FUNCTION__);

    m_remapper = CAEResampleFactory::Create();
    uint64_t avLayout = CAEUtil::GetAVChannelLayout(m_format.m_channelLayout);

    // build layout according to ffmpeg channel order
    // we need this for reference
    CAEChannelInfo ffmpegLayout;
    ffmpegLayout.Reset();
    int idx = 0;
    for(unsigned int i=0; i<m_format.m_channelLayout.Count(); i++)
    {
      for(unsigned int j=0; j<m_format.m_channelLayout.Count(); j++)
      {
        idx = CAEUtil::GetAVChannelIndex(m_format.m_channelLayout[j], avLayout);
        if (idx == (int)i)
        {
          ffmpegLayout += m_format.m_channelLayout[j];
          break;
        }
      }
    }

    // build remap layout we can pass to resampler as destination layout
    CAEChannelInfo remapLayout;
    remapLayout.Reset();
    for(unsigned int i=0; i<m_format.m_channelLayout.Count(); i++)
    {
      for(unsigned int j=0; j<m_format.m_channelLayout.Count(); j++)
      {
        idx = CAEUtil::GetAVChannelIndex(m_format.m_channelLayout[j], avLayout);
        if (idx == (int)i)
        {
          remapLayout += ffmpegLayout[j];
          break;
        }
      }
    }

    // initialize resampler for only doing remapping
    m_remapper->Init(avLayout,
                     m_format.m_channelLayout.Count(),
                     m_format.m_sampleRate,
                     CAEUtil::GetAVSampleFormat(m_format.m_dataFormat),
                     CAEUtil::DataFormatToUsedBits(m_format.m_dataFormat),
                     CAEUtil::DataFormatToDitherBits(m_format.m_dataFormat),
                     avLayout,
                     m_format.m_channelLayout.Count(),
                     m_format.m_sampleRate,
                     CAEUtil::GetAVSampleFormat(m_format.m_dataFormat),
                     CAEUtil::DataFormatToUsedBits(m_format.m_dataFormat),
                     CAEUtil::DataFormatToDitherBits(m_format.m_dataFormat),
                     false,
                     false,
                     &remapLayout,
                     AE_QUALITY_LOW, // not used for remapping
                     false);

    // extra sound packet, we can't resample to the same buffer
    m_remapBuffer = new CSoundPacket(m_inputBuffers->m_allSamples[0]->pkt->config, m_inputBuffers->m_allSamples[0]->pkt->max_nb_samples);
  }
}
开发者ID:sandalsoft,项目名称:mrmc,代码行数:80,代码来源:ActiveAEStream.cpp

示例6: GetAEChannelMap

//Note: in multichannel mode CA will either pull 2 channels of data (stereo) or 6/8 channels of data
//(every speaker setup with more then 2 speakers). The difference between the number of real speakers
//and 6/8 channels needs to be padded with unknown channels so that the sample size fits 6/8 channels
//
//device [in] - the device whose channel layout should be used
//channelMap [in/out] - if filled it will it indicates that we are called from initialize and we log the requested map, out returns the channelMap for device
//channelsPerFrame [in] - the number of channels this device is configured to (e.x. 2 or 6/8)
void AEDeviceEnumerationOSX::GetAEChannelMap(CAEChannelInfo &channelMap, unsigned int channelsPerFrame) const
{
  CCoreAudioChannelLayout calayout;
  bool logMapping = channelMap.Count() > 0; // only log if the engine requests a layout during init
  bool mapAvailable = false;
  unsigned int numberChannelsInDeviceLayout = CA_MAX_CHANNELS; // default number of channels from CAChannelMap
  AudioChannelLayout *layout = NULL;
  
  // try to fetch either the multichannel or the stereo channel layout from the device
  if (channelsPerFrame == 2 || channelMap.Count() == 2)
    mapAvailable = m_caDevice.GetPreferredChannelLayoutForStereo(calayout);
  else
    mapAvailable = m_caDevice.GetPreferredChannelLayout(calayout);
  
  // if a map was fetched - check if it is usable
  if (mapAvailable)
  {
    layout = calayout;
    if (layout == NULL || layout->mChannelLayoutTag != kAudioChannelLayoutTag_UseChannelDescriptions)
      mapAvailable = false;// wrong map format
    else
      numberChannelsInDeviceLayout = layout->mNumberChannelDescriptions;
  }
  
  // start the mapping action
  // the number of channels to be added to the outgoing channelmap
  // this is CA_MAX_CHANNELS at max and might be lower for some output devices (channelsPerFrame)
  unsigned int numChannelsToMap = std::min((unsigned int)CA_MAX_CHANNELS, (unsigned int)channelsPerFrame);
  
  // if there was a map fetched we force the number of
  // channels to map to channelsPerFrame (this allows mapping
  // of more then CA_MAX_CHANNELS if needed)
  if (mapAvailable)
    numChannelsToMap = channelsPerFrame;
  
  std::string layoutStr;
  
  if (logMapping)
  {
    CLog::Log(LOGDEBUG, "%s Engine requests layout %s", __FUNCTION__, ((std::string)channelMap).c_str());
    
    if (mapAvailable)
      CLog::Log(LOGDEBUG, "%s trying to map to %s layout: %s", __FUNCTION__, channelsPerFrame == 2 ? "stereo" : "multichannel", calayout.ChannelLayoutToString(*layout, layoutStr));
    else
      CLog::Log(LOGDEBUG, "%s no map available - using static multichannel map layout", __FUNCTION__);
  }
  
  channelMap.Reset();// start with an empty map
  
  for (unsigned int channel = 0; channel < numChannelsToMap; channel++)
  {
    // we only try to map channels which are defined in the device layout
    enum AEChannel currentChannel;
    if (channel < numberChannelsInDeviceLayout)
    {
      // get the channel from the fetched map
      if (mapAvailable)
        currentChannel = caChannelToAEChannel(layout->mChannelDescriptions[channel].mChannelLabel);
      else// get the channel from the default map
        currentChannel = CAChannelMap[channel];
      
    }
    else// fill with unknown channels
      currentChannel = caChannelToAEChannel(kAudioChannelLabel_Unknown);
    
    if(!channelMap.HasChannel(currentChannel))// only add if not already added
      channelMap += currentChannel;
  }
  
  if (logMapping)
    CLog::Log(LOGDEBUG, "%s mapped channels to layout %s", __FUNCTION__, ((std::string)channelMap).c_str());
}
开发者ID:louis89,项目名称:xbmc,代码行数:79,代码来源:AEDeviceEnumerationOSX.cpp


注:本文中的CAEChannelInfo::Reset方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。