AUDIO: Fix M4A seeking with multiple time->sample chunks

This commit is contained in:
Matthew Hoops 2011-12-29 13:27:45 -05:00
parent 65b3a91fb0
commit 4a0dc293b5

View file

@ -227,16 +227,23 @@ void QuickTimeAudioDecoder::setAudioStreamPos(const Timestamp &where) {
uint32 seekSample = sample;
if (!isOldDemuxing()) {
// We shouldn't have audio samples that are a different duration
// That would be quite bad!
if (_tracks[_audioTrackIndex]->timeToSampleCount != 1) {
warning("Failed seeking");
return;
}
// For MPEG-4 style demuxing, we need to track down the sample based on the time
// The old style demuxing doesn't require this because each "sample"'s duration
// is just 1
uint32 curSample = 0;
seekSample = 0;
// Note that duration is in terms of *one* channel
// This eases calculation a bit
seekSample /= _tracks[_audioTrackIndex]->timeToSample[0].duration;
for (int32 i = 0; i < _tracks[_audioTrackIndex]->timeToSampleCount; i++) {
uint32 sampleCount = _tracks[_audioTrackIndex]->timeToSample[i].count * _tracks[_audioTrackIndex]->timeToSample[i].duration;
if (sample < curSample + sampleCount) {
seekSample += (sample - curSample) / _tracks[_audioTrackIndex]->timeToSample[i].duration;
break;
}
seekSample += _tracks[_audioTrackIndex]->timeToSample[i].count;
curSample += sampleCount;
}
}
// Now to track down what chunk it's in