#ifndef _DXR3_AUDIODECODER_H_ #define _DXR3_AUDIODECODER_H_ #include #include #include "dxr3ffmpeg.h" #include "dxr3syncbuffer.h" #include "dxr3multichannelaudio.h" #include "dxr3log.h" // ================================== // decode audio to mp2 or use DD :) class cDxr3AudioDecoder { public: cDxr3AudioDecoder(); ~cDxr3AudioDecoder(); void Init(void); // init in const? void Decode(const uint8_t* buf, int length, uint32_t pts, cDxr3SyncBuffer &aBuf); void DecodeLpcm(const uint8_t* buf, int length, uint32_t pts, cDxr3SyncBuffer &aBuf); void DecodeAc3Dts(const uint8_t* pPes, const uint8_t* buf, int length, uint32_t pts, cDxr3SyncBuffer &aBuf); int GetRate(void) const { return rate; } int GetChannelCount(void) const { return channels; } int GetFrameSize(void) const { return frameSize; } void Reset(void) { ac3dtsDecoder.Clear(); rbuf.Clear(); } private: bool HeadCheck(unsigned long head); struct Dxr3Codec Codec; cRingBufferFrame rbuf; cMultichannelAudio ac3dtsDecoder; bool audioSynched; bool decoderOpened; uint8_t lastHeader[4]; int rate; int channels; uint32_t frameSize; uint8_t pcmbuf[AVCODEC_MAX_AUDIO_FRAME_SIZE]; int volume; bool foundHeader; bool decodeAudio; cDxr3AudioDecoder(cDxr3AudioDecoder&); // no copy constructor }; #endif /*_DXR3_AUDIODECODER_H_*/