/* * CINELERRA * Copyright (C) 2009-2013 Adam Williams * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * */ #include "aattachmentpoint.h" #include "aedit.h" #include "amodule.h" #include "aplugin.h" #include "arender.h" #include "asset.h" #include "atrack.h" #include "automation.h" #include "bcsignals.h" #include "cache.h" #include "clip.h" #include "edits.h" #include "edl.h" #include "edlsession.h" #include "file.h" #include "filexml.h" #include "floatautos.h" #include "language.h" #include "module.h" #include "patch.h" #include "plugin.h" #include "pluginarray.h" #include "preferences.h" #include "renderengine.h" #include "mainsession.h" #include "samples.h" #include "sharedlocation.h" #include "theme.h" #include "transition.h" #include "transportque.h" #include AModuleResample::AModuleResample(AModule *module) : Resample() { this->module = module; bzero(nested_output, sizeof(Samples*) * MAX_CHANNELS); nested_allocation = 0; } AModuleResample::~AModuleResample() { for(int i = 0; i < MAX_CHANNELS; i++) delete nested_output[i]; } int AModuleResample::read_samples(Samples *buffer, int64_t start, int64_t len) { int result = 0; if(module->asset) { // Files only read going forward. if(get_direction() == PLAY_REVERSE) { start -= len; } //printf("AModuleResample::read_samples start=%jd len=%jd\n", start, len); module->file->set_audio_position(start); module->file->set_channel(module->channel); result = module->file->read_samples(buffer, len); // Reverse buffer so resampling filter renders forward. if(get_direction() == PLAY_REVERSE) Resample::reverse_buffer(buffer->get_data(), len); } else if(module->nested_edl) { // Nested EDL generates reversed buffer. for(int i = 0; i < module->nested_edl->session->audio_channels; i++) { if(nested_allocation < len) { delete nested_output[i]; nested_output[i] = 0; } if(!nested_output[i]) { nested_output[i] = new Samples(len); } } result = module->nested_renderengine->arender->process_buffer( nested_output, len, start); // printf("AModuleResample::read_samples buffer=%p module=%p len=%d\n", // buffer, // module, // len); memcpy(buffer->get_data(), nested_output[module->channel]->get_data(), len * sizeof(double)); } return result; } AModule::AModule(RenderEngine *renderengine, CommonRender *commonrender, PluginArray *plugin_array, Track *track) : Module(renderengine, commonrender, plugin_array, track) { data_type = TRACK_AUDIO; transition_temp = 0; speed_temp = 0; bzero(nested_output, sizeof(Samples*) * MAX_CHANNELS); bzero(prev_head, SPEED_OVERLAP * sizeof(double)); bzero(prev_tail, SPEED_OVERLAP * sizeof(double)); meter_history = new MeterHistory(); nested_allocation = 0; resample = 0; asset = 0; file = 0; } AModule::~AModule() { delete transition_temp; delete speed_temp; delete meter_history; for(int i = 0; i < MAX_CHANNELS; i++) delete nested_output[i]; delete resample; } AttachmentPoint* AModule::new_attachment(Plugin *plugin) { return new AAttachmentPoint(renderengine, plugin); } void AModule::create_objects() { Module::create_objects(); // Not needed in pluginarray if( commonrender ) { meter_history->init(1, ((ARender*)commonrender)->total_peaks); meter_history->reset_channel(0); } } int AModule::get_buffer_size() { if(renderengine) return renderengine->fragment_len; else return plugin_array->get_bufsize(); } CICache* AModule::get_cache() { if(renderengine) return renderengine->get_acache(); else return cache; } int AModule::import_samples(AEdit *edit, int64_t start_project, int64_t edit_startproject, int64_t edit_startsource, int direction, int sample_rate, Samples *buffer, int64_t fragment_len) { int result = 0; // start in EDL samplerate int64_t start_source = start_project - edit_startproject + edit_startsource; // fragment size adjusted for speed curve int64_t speed_fragment_len = fragment_len; // boundaries of input fragment required for speed curve double max_position = 0; double min_position = 0; double speed_position = edit_startsource; // position in source where speed curve starts reading double speed_position1 = speed_position; // position in source where speed curve finishes double speed_position2 = speed_position; // Need speed curve processing int have_speed = 0; // Temporary buffer for rendering speed curve Samples *speed_buffer = buffer; const int debug = 0; if(debug) printf("AModule::import_samples %d edit=%p nested_edl=%p\n", __LINE__, edit, nested_edl); if(nested_edl && edit->channel >= nested_edl->session->audio_channels) return 1; if(debug) printf("AModule::import_samples %d\n", __LINE__); this->channel = edit->channel; if(debug) printf("AModule::import_samples %d speed_fragment_len=%jd\n", __LINE__, speed_fragment_len); // apply speed curve to source position so the timeline agrees with the playback if(track->has_speed()) { // get speed adjusted position from start of edit. FloatAuto *previous = 0; FloatAuto *next = 0; FloatAutos *speed_autos = (FloatAutos*)track->automation->autos[AUTOMATION_SPEED]; speed_position += speed_autos->automation_integral(edit_startproject, start_project-edit_startproject, PLAY_FORWARD); speed_position1 = speed_position; // calculate boundaries of input fragment required for speed curve max_position = speed_position; min_position = speed_position; for(int64_t i = start_project; i < start_project + fragment_len; i++) { double speed = speed_autos->get_value(i, PLAY_FORWARD, previous, next); speed_position += speed; if(speed_position > max_position) max_position = speed_position; if(speed_position < min_position) min_position = speed_position; } speed_position2 = speed_position; if(speed_position2 < speed_position1) { max_position += 1.0; // min_position -= 1.0; speed_fragment_len = (int64_t)(max_position - min_position); } else { max_position += 1.0; speed_fragment_len = (int64_t)(max_position - min_position); } //printf("AModule::import_samples %d %f %f %f %f\n", // __LINE__, min_position, max_position, speed_position1, speed_position2); // new start of source to read from file start_source = (int64_t)min_position; have_speed = 1; // swap in the temp buffer if(speed_temp && speed_temp->get_allocated() < speed_fragment_len) { delete speed_temp; speed_temp = 0; } if(!speed_temp) { speed_temp = new Samples(speed_fragment_len); } speed_buffer = speed_temp; } if(speed_fragment_len == 0) return 1; // Source is a nested EDL if(edit->nested_edl) { int command; asset = 0; if(direction == PLAY_REVERSE) command = NORMAL_REWIND; else command = NORMAL_FWD; if(debug) printf("AModule::import_samples %d\n", __LINE__); if(!nested_edl || nested_edl->id != edit->nested_edl->id) { nested_edl = edit->nested_edl; if(nested_renderengine) { delete nested_renderengine; nested_renderengine = 0; } if(!nested_command) { nested_command = new TransportCommand; } if(!nested_renderengine) { nested_command->command = command; nested_command->get_edl()->copy_all(nested_edl); nested_command->change_type = CHANGE_ALL; nested_command->realtime = renderengine->command->realtime; nested_renderengine = new RenderEngine(0, get_preferences(), 0, 1); nested_renderengine->set_acache(get_cache()); // Must use a private cache for the audio // if(!cache) // { // cache = new CICache(get_preferences()); // private_cache = 1; // } // nested_renderengine->set_acache(cache); nested_renderengine->arm_command(nested_command); } } if(debug) printf("AModule::import_samples %d speed_fragment_len=%d\n", __LINE__, (int)speed_fragment_len); // Allocate output buffers for all channels for(int i = 0; i < nested_edl->session->audio_channels; i++) { if(nested_allocation < speed_fragment_len) { delete nested_output[i]; nested_output[i] = 0; } if(!nested_output[i]) { nested_output[i] = new Samples(speed_fragment_len); } } if(debug) printf("AModule::import_samples %d\n", __LINE__); if(nested_allocation < speed_fragment_len) nested_allocation = speed_fragment_len; // Update direction command nested_renderengine->command->command = command; // Render the segment if(!nested_renderengine->arender) { bzero(speed_buffer->get_data(), speed_fragment_len * sizeof(double)); } else if(sample_rate != nested_edl->session->sample_rate) { // Read through sample rate converter. if(!resample) { resample = new AModuleResample(this); } if(debug) printf("AModule::import_samples %d %d %d\n", __LINE__, (int)sample_rate, (int)nested_edl->session->sample_rate); result = resample->resample(speed_buffer, speed_fragment_len, nested_edl->session->sample_rate, sample_rate, start_source, direction); // Resample reverses to keep it running forward. if(debug) printf("AModule::import_samples %d\n", __LINE__); } else { // Render without resampling if(debug) printf("AModule::import_samples %d\n", __LINE__); result = nested_renderengine->arender->process_buffer( nested_output, speed_fragment_len, start_source); if(debug) printf("AModule::import_samples %d\n", __LINE__); memcpy(speed_buffer->get_data(), nested_output[edit->channel]->get_data(), speed_fragment_len * sizeof(double)); if(debug) printf("AModule::import_samples %d\n", __LINE__); // Reverse fragment so ::render can apply transitions going forward. if(direction == PLAY_REVERSE) { Resample::reverse_buffer(speed_buffer->get_data(), speed_fragment_len); } } if(debug) printf("AModule::import_samples %d\n", __LINE__); } else // Source is an asset if(edit->asset) { nested_edl = 0; if(debug) printf("AModule::import_samples %d\n", __LINE__); asset = edit->asset; if(debug) printf("AModule::import_samples %d\n", __LINE__); get_cache()->age(); if(debug) printf("AModule::import_samples %d\n", __LINE__); if(nested_renderengine) { delete nested_renderengine; nested_renderengine = 0; } if(debug) printf("AModule::import_samples %d\n", __LINE__); if(!(file = get_cache()->check_out( asset, get_edl()))) { // couldn't open source file / skip the edit printf(_("AModule::import_samples Couldn't open %s.\n"), asset->path); result = 1; } else { result = 0; if(sample_rate != asset->sample_rate) { // Read through sample rate converter. if(!resample) { resample = new AModuleResample(this); } if(debug) printf("AModule::import_samples %d %d %d\n", __LINE__, sample_rate, asset->sample_rate); result = resample->resample(speed_buffer, speed_fragment_len, asset->sample_rate, sample_rate, start_source, direction); // Resample reverses to keep it running forward. } else { if(debug) printf("AModule::import_samples %d channel=%d start_source=%jd len=%d\n", __LINE__, edit->channel, start_source, (int)speed_fragment_len); file->set_audio_position(start_source); file->set_channel(edit->channel); result = file->read_samples(speed_buffer, speed_fragment_len); // Reverse fragment so ::render can apply transitions going forward. if(debug) printf("AModule::import_samples %d speed_buffer=%p data=%p speed_fragment_len=%d\n", __LINE__, (void*)speed_buffer, (void*)speed_buffer->get_data(), (int)speed_fragment_len); if(direction == PLAY_REVERSE) { Resample::reverse_buffer(speed_buffer->get_data(), speed_fragment_len); } if(debug) printf("AModule::import_samples %d\n", __LINE__); } if(debug) printf("AModule::import_samples %d\n", __LINE__); get_cache()->check_in(asset); if(debug) printf("AModule::import_samples %d\n", __LINE__); file = 0; } } else { nested_edl = 0; asset = 0; if(debug) printf("AModule::import_samples %d %p %d\n", __LINE__, speed_buffer->get_data(), (int)speed_fragment_len); if(speed_fragment_len > 0) bzero(speed_buffer->get_data(), speed_fragment_len * sizeof(double)); if(debug) printf("AModule::import_samples %d\n", __LINE__); } if(debug) printf("AModule::import_samples %d\n", __LINE__); // Stretch it to fit the speed curve // Need overlapping buffers to get the interpolation to work, but this // screws up sequential effects. if(have_speed) { FloatAuto *previous = 0; FloatAuto *next = 0; FloatAutos *speed_autos = (FloatAutos*)track->automation->autos[AUTOMATION_SPEED]; double *buffer_samples = buffer->get_data(); double *speed_samples = speed_buffer->get_data(); //printf("AModule::import_samples %d %lld\n", __LINE__, speed_fragment_len); if(speed_fragment_len == 0) { bzero(buffer_samples, fragment_len * sizeof(double)); bzero(prev_tail, SPEED_OVERLAP * sizeof(double)); bzero(prev_head, SPEED_OVERLAP * sizeof(double)); } else { // buffer is now reversed if(direction == PLAY_REVERSE) { int out_offset = 0; speed_position = speed_position2; //printf("AModule::import_samples %d %lld %lld\n", __LINE__, start_project, speed_fragment_len); for(int64_t i = start_project + fragment_len; i != start_project; i--) { // funky sample reordering, because the source is a reversed buffer int in_offset = (int64_t)(speed_fragment_len - 1 - speed_position); CLAMP(in_offset, 0, speed_fragment_len - 1); buffer_samples[out_offset++] = speed_samples[in_offset]; double speed = speed_autos->get_value(i, PLAY_REVERSE, previous, next); speed_position -= speed; } //printf("AModule::import_samples %d %f\n", __LINE__, speed_position); } else { int out_offset = 0; // position in buffer to read speed_position = speed_position1 - start_source; //printf("AModule::import_samples %d %f\n", __LINE__, speed_position); for(int64_t i = start_project; i < start_project + fragment_len; i++) { double speed = speed_autos->get_value(i, PLAY_FORWARD, previous, next); double next_speed_position = speed_position + speed; int in_offset = (int)(speed_position); if(fabs(speed) >= 1.0) { int total = abs(speed); double accum = 0; for(int j = 0; j < total; j++) { int in_offset2 = in_offset + (speed > 0 ? j : -j); CLAMP(in_offset2, 0, speed_fragment_len - 1); accum += speed_samples[in_offset2]; } buffer_samples[out_offset++] = accum / total; } else { // if(in_offset < 0 || in_offset >= speed_fragment_len) // printf("AModule::import_samples %d %d %d\n", // __LINE__, // in_offset, // speed_fragment_len); int in_offset1 = in_offset; int in_offset2 = in_offset; if(speed < 0) { in_offset1 += SPEED_OVERLAP; in_offset2 = in_offset1 - 1; } else { in_offset1 -= SPEED_OVERLAP; in_offset2 = in_offset1 + 1; } CLAMP(in_offset1, -SPEED_OVERLAP, speed_fragment_len - 1 + SPEED_OVERLAP); CLAMP(in_offset2, -SPEED_OVERLAP, speed_fragment_len - 1 + SPEED_OVERLAP); double value1 = 0; if(in_offset1 >= speed_fragment_len) { value1 = prev_head[in_offset1 - speed_fragment_len]; } else if(in_offset1 >= 0) { value1 = speed_samples[in_offset1]; } else { //printf("AModule::import_samples %d %d\n", __LINE__, in_offset1); value1 = prev_tail[SPEED_OVERLAP + in_offset1]; } #if 0 double value2 = 0; if(in_offset2 >= speed_fragment_len) { value2 = prev_head[in_offset2 - speed_fragment_len]; } else if(in_offset2 >= 0) { value2 = speed_samples()[in_offset2]; } else { value2 = prev_tail[SPEED_OVERLAP + in_offset2]; } double fraction = speed_position - floor(speed_position); buffer_samples[out_offset++] = value1 * (1.0 - fraction) + value2 * fraction; #endif buffer_samples[out_offset++] = value1; } speed_position = next_speed_position; } } for(int i = 0; i < SPEED_OVERLAP; i++) { int offset = speed_fragment_len - SPEED_OVERLAP + i; CLAMP(offset, 0, speed_fragment_len - 1); //printf("AModule::import_samples %d %d\n", __LINE__, offset, ); prev_tail[i] = speed_samples[offset]; offset = i; CLAMP(offset, 0, speed_fragment_len - 1); prev_head[i] = speed_samples[offset]; } } } return result; } int AModule::render(Samples *buffer, int64_t input_len, int64_t start_position, int direction, int sample_rate, int use_nudge) { int64_t edl_rate = get_edl()->session->sample_rate; const int debug = 0; if(debug) printf("AModule::render %d\n", __LINE__); if(use_nudge) start_position += track->nudge * sample_rate / edl_rate; AEdit *playable_edit; int64_t end_position; if(direction == PLAY_FORWARD) end_position = start_position + input_len; else end_position = start_position - input_len; int buffer_offset = 0; int result = 0; // // Flip range around so the source is always read forward. // if(direction == PLAY_REVERSE) // { // start_project -= input_len; // end_position -= input_len; // } // Clear buffer bzero(buffer->get_data(), input_len * sizeof(double)); // The EDL is normalized to the requested sample rate because // the requested rate may be the project sample rate and a sample rate // might as well be directly from the source rate to the requested rate. // Get first edit containing the range if(direction == PLAY_FORWARD) playable_edit = (AEdit*)track->edits->first; else playable_edit = (AEdit*)track->edits->last; if(debug) printf("AModule::render %d\n", __LINE__); while(playable_edit) { int64_t edit_start = playable_edit->startproject; int64_t edit_end = playable_edit->startproject + playable_edit->length; // Normalize to requested rate edit_start = edit_start * sample_rate / edl_rate; edit_end = edit_end * sample_rate / edl_rate; if(direction == PLAY_FORWARD) { if(start_position < edit_end && end_position > edit_start) { break; } playable_edit = (AEdit*)playable_edit->next; } else { if(end_position < edit_end && start_position > edit_start) { break; } playable_edit = (AEdit*)playable_edit->previous; } } if(debug) printf("AModule::render %d\n", __LINE__); // Fill output one fragment at a time while(start_position != end_position) { int64_t fragment_len = input_len; if(debug) printf("AModule::render %d %jd %jd\n", __LINE__, start_position, end_position); // Clamp fragment to end of input if(direction == PLAY_FORWARD && start_position + fragment_len > end_position) fragment_len = end_position - start_position; else if(direction == PLAY_REVERSE && start_position - fragment_len < end_position) fragment_len = start_position - end_position; if(debug) printf("AModule::render %d %jd\n", __LINE__, fragment_len); // Normalize position here since update_transition is a boolean operation. update_transition(start_position * edl_rate / sample_rate, PLAY_FORWARD); if(playable_edit) { AEdit *previous_edit = (AEdit*)playable_edit->previous; // Normalize EDL positions to requested rate int64_t edit_startproject = playable_edit->startproject; int64_t edit_endproject = playable_edit->startproject + playable_edit->length; int64_t edit_startsource = playable_edit->startsource; if(debug) printf("AModule::render %d %jd\n", __LINE__, fragment_len); edit_startproject = edit_startproject * sample_rate / edl_rate; edit_endproject = edit_endproject * sample_rate / edl_rate; edit_startsource = edit_startsource * sample_rate / edl_rate; if(debug) printf("AModule::render %d %jd\n", __LINE__, fragment_len); // Clamp fragment to end of edit if(direction == PLAY_FORWARD && start_position + fragment_len > edit_endproject) fragment_len = edit_endproject - start_position; else if(direction == PLAY_REVERSE && start_position - fragment_len < edit_startproject) fragment_len = start_position - edit_startproject; if(debug) printf("AModule::render %d %jd\n", __LINE__, fragment_len); // Clamp to end of transition int64_t transition_len = 0; if(transition && previous_edit) { transition_len = transition->length * sample_rate / edl_rate; if(direction == PLAY_FORWARD && start_position < edit_startproject + transition_len && start_position + fragment_len > edit_startproject + transition_len) fragment_len = edit_startproject + transition_len - start_position; else if(direction == PLAY_REVERSE && start_position > edit_startproject + transition_len && start_position - fragment_len < edit_startproject + transition_len) fragment_len = start_position - edit_startproject - transition_len; } if(debug) printf("AModule::render %d buffer_offset=%d fragment_len=%jd\n", __LINE__, buffer_offset, fragment_len); Samples output(buffer); output.set_offset(output.get_offset() + buffer_offset); if(import_samples(playable_edit, start_position, edit_startproject, edit_startsource, direction, sample_rate, &output, fragment_len)) result = 1; if(debug) printf("AModule::render %d\n", __LINE__); // Read transition into temp and render if(transition && previous_edit) { int64_t previous_startproject = previous_edit->startproject * sample_rate / edl_rate; int64_t previous_startsource = previous_edit->startsource * sample_rate / edl_rate; // Allocate transition temp size int transition_fragment_len = fragment_len; if(direction == PLAY_FORWARD && fragment_len + start_position > edit_startproject + transition_len) fragment_len = edit_startproject + transition_len - start_position; // Read into temp buffers // Temp + master or temp + temp ? temp + master if(transition_temp && transition_temp->get_allocated() < fragment_len) { delete transition_temp; transition_temp = 0; } if(!transition_temp) { transition_temp = new Samples(fragment_len); } if(debug) printf("AModule::render %d %jd\n", __LINE__, fragment_len); if(transition_fragment_len > 0) { // Previous_edit is always the outgoing segment, regardless of direction import_samples(previous_edit, start_position, previous_startproject, previous_startsource, direction, sample_rate, transition_temp, transition_fragment_len); int64_t current_position; // Reverse buffers here so transitions always render forward. if(direction == PLAY_REVERSE) { Resample::reverse_buffer(output.get_data(), transition_fragment_len); Resample::reverse_buffer(transition_temp->get_data(), transition_fragment_len); current_position = start_position - transition_fragment_len - edit_startproject; } else { current_position = start_position - edit_startproject; } transition_server->process_transition( transition_temp, &output, current_position, transition_fragment_len, transition->length); // Reverse output buffer here so transitions always render forward. if(direction == PLAY_REVERSE) Resample::reverse_buffer(output.get_data(), transition_fragment_len); } } if(debug) printf("AModule::render %d start_position=%jd end_position=%jd fragment_len=%jd\n", __LINE__, start_position, end_position, fragment_len); if(direction == PLAY_REVERSE) { if(playable_edit && start_position - fragment_len <= edit_startproject) playable_edit = (AEdit*)playable_edit->previous; } else { if(playable_edit && start_position + fragment_len >= edit_endproject) playable_edit = (AEdit*)playable_edit->next; } } if(fragment_len > 0) { buffer_offset += fragment_len; if(direction == PLAY_FORWARD) start_position += fragment_len; else start_position -= fragment_len; } } if(debug) printf("AModule::render %d\n", __LINE__); return result; }