/usr/include/libopenshot/AudioResampler.h is in libopenshot-dev 0.1.9+dfsg1-3build1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 | /**
* @file
* @brief Header file for AudioResampler class
* @author Jonathan Thomas <jonathan@openshot.org>
*
* @section LICENSE
*
* Copyright (c) 2008-2014 OpenShot Studios, LLC
* <http://www.openshotstudios.com/>. This file is part of
* OpenShot Library (libopenshot), an open-source project dedicated to
* delivering high quality video editing and animation solutions to the
* world. For more information visit <http://www.openshot.org/>.
*
* OpenShot Library (libopenshot) is free software: you can redistribute it
* and/or modify it under the terms of the GNU Lesser General Public License
* as published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* OpenShot Library (libopenshot) 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with OpenShot Library. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef OPENSHOT_RESAMPLER_H
#define OPENSHOT_RESAMPLER_H
/// Do not include the juce unittest headers, because it collides with unittest++
#ifndef __JUCE_UNITTEST_JUCEHEADER__
#define __JUCE_UNITTEST_JUCEHEADER__
#endif
#ifndef _NDEBUG
// Define NO debug for JUCE on mac os
#define _NDEBUG
#endif
#include "JuceLibraryCode/JuceHeader.h"
#include "AudioBufferSource.h"
#include "Exceptions.h"
namespace openshot {
/**
* @brief This class is used to resample audio data for many sequential frames.
*
* It maintains some data from the last call to GetResampledBuffer(), so there
* are no pops and clicks between frames.
*/
class AudioResampler {
private:
AudioSampleBuffer *buffer;
AudioSampleBuffer *resampled_buffer;
AudioBufferSource *buffer_source;
ResamplingAudioSource *resample_source;
AudioSourceChannelInfo resample_callback_buffer;
int num_of_samples;
int new_num_of_samples;
double dest_ratio;
double source_ratio;
bool isPrepared;
public:
/// Default constructor
AudioResampler();
/// Destructor
~AudioResampler();
/// @brief Sets the audio buffer and key settings
/// @param new_buffer The buffer of audio samples needing to be resampled
/// @param sample_rate The original sample rate of the buffered samples
/// @param new_sample_rate The requested sample rate you need
void SetBuffer(AudioSampleBuffer *new_buffer, double sample_rate, double new_sample_rate);
/// @brief Sets the audio buffer and key settings
/// @param new_buffer The buffer of audio samples needing to be resampled
/// @param ratio The multiplier that needs to be applied to the sample rate (this is how resampling happens)
void SetBuffer(AudioSampleBuffer *new_buffer, double ratio);
/// Get the resampled audio buffer
AudioSampleBuffer* GetResampledBuffer();
};
}
#endif
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