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https://github.com/libretro/scummvm.git
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289 lines
9.2 KiB
C++
289 lines
9.2 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef AUDIO_TIMESTAMP_H
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#define AUDIO_TIMESTAMP_H
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#include "common/scummsys.h"
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namespace Audio {
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/**
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* @defgroup audio_timestamp Timestamp
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* @ingroup audio
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*
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* @brief Timestamp class for specifying points in time and measuring time intervals.
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* @{
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*/
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/**
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* When dealing with audio and video decoding, it is often necessary to
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* measure the time (intervals) in terms of frames, relative to a fixed
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* frame rate (that is, a fixed number of frames per seconds). For
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* example, in a typical video there are 24 frames per second, and in a
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* typical sound there are 44100 frames (i.e. samples for mono sound
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* and pairs of samples for stereo) per second.
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*
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* At the same time, the system clock provided by ScummVM measures time
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* in milliseconds. For syncing purposes and other reasons, it is often
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* necessary to convert between and compare time measures given on
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* one hand as a frame count, and on the other hand as a number of
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* milliseconds.
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*
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* If handled carelessly, this can introduce rounding errors that
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* quickly accumulate, resulting in user-noticeable disturbance, such as
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* audio and video running out of sync. For example, a typical approach is to
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* measure all time in milliseconds. But with a frame rate of 24 frames
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* per second, one frame is 41.66666... milliseconds long. On the other
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* hand, if measuring in frames, then a similar rounding issue occurs when
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* converting from milliseconds to frames.
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*
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* One solution is to use floating point arithmetic to compute with
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* fractional frames resp. (milli)seconds. This has other undesirable
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* side effects. Foremost, some platforms that ScummVM runs on still have
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* only limited (and slow) floating point support.
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*
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* This class provides an alternative solution. It stores time in terms of
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* frames, but with a twist: client code can specify arbitrary
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* (integral) frame rates but, internally, Timestamp modifies the
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* frame rate to be a multiple of 1000. This way, both the number of frames
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* (relative to the original frame rate), as well as milliseconds can be
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* represented as integers. This change is completely hidden from the
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* user, however.
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*
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* A timestamp can be converted to a frame count or milliseconds at
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* virtually no cost. Likewise, it is possible to compute the difference
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* between two timestamps in terms of milliseconds or number of frames.
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* Timestamps can be easily compared using regular comparison operators,
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* resulting in nicely readable code. This is even possible for
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* timestamps that are specified using different frame rates.
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* Client code can modify timestamps by adding a number of frames
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* to it, or adding a number of milliseconds. Adding negative amounts is
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* also allowed, and a timestamp can even represent a "negative time",
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* which is useful when using the timestamp to store a time interval.
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*/
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class Timestamp {
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public:
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/**
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* Set up a timestamp with a given time and frame rate.
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*
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* @param msecs Starting time in milliseconds.
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* @param framerate Number of frames per second (must be > 0).
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*/
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Timestamp(uint msecs = 0, uint framerate = 1);
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/**
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* Set up a timestamp with the given time, frames, and frame rate.
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*
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* @param secs Starting time in seconds.
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* @param frames Starting frames.
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* @param framerate Number of frames per second (must be > 0).
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*/
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Timestamp(uint secs, uint frames, uint framerate);
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/**
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* Return a timestamp that represents as closely as possible
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* the point in time described by this timestamp, but with
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* a different frame rate.
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*/
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Timestamp convertToFramerate(uint newFramerate) const;
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/**
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* Check whether two timestamps describe the exact same moment
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* in time.
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*
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* This means that two timestamps can compare as equal
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* even if they use different frame rates.
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*/
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bool operator==(const Timestamp &ts) const;
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/**
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* Check whether two timestamps describe a different moment in time.
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*/
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bool operator!=(const Timestamp &ts) const;
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/**
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* Check whether this timestamp describes an earlier moment in time than another timestamp.
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*/
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bool operator<(const Timestamp &ts) const;
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/**
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* Check whether this timestamp describes an earlier or the same moment in time as another timestamp.
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*/
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bool operator<=(const Timestamp &ts) const;
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/**
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* Check whether this timestamp describes a later moment in time than another timestamp.
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*/
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bool operator>(const Timestamp &ts) const;
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/**
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* Check whether this timestamp describes a later or the same moment in time as another timestamp.
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*/
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bool operator>=(const Timestamp &ts) const;
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/**
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* Return a new timestamp that corresponds to the time encoded
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* by this timestamp with the given number of frames added.
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*
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* @param frames Number of frames to add.
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*/
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Timestamp addFrames(int frames) const;
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/**
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* Return a new timestamp that corresponds to the time encoded
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* by this timestamp with the given number of milliseconds added.
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*
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* @param msecs Number of milliseconds to add.
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*/
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Timestamp addMsecs(int msecs) const;
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/**
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* Return a new timestamp with the negative value of the time encoded
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* by this timestamp.
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*
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* This is a unary minus operation.
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*/
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Timestamp operator-() const;
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/**
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* Compute the sum of two timestamps.
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*
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* This is only allowed if they use the same frame rate.
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*/
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Timestamp operator+(const Timestamp &ts) const;
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/**
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* Compute the difference between two timestamps.
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*
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* This is only allowed if they use the same frame rate.
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*/
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Timestamp operator-(const Timestamp &ts) const;
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/**
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* Compute the number of frames between this timestamp and @p ts.
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*
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* The frames are counted with respect to the frame rate used by this
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* timestamp (which may differ from the frame rate used by @p ts).
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*/
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int frameDiff(const Timestamp &ts) const;
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/** Compute the number of milliseconds between this timestamp and @p ts. */
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int msecsDiff(const Timestamp &ts) const;
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/**
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* Return the time in milliseconds described by this timestamp,
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* rounded down.
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*/
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int msecs() const;
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/**
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* Return the time in seconds described by this timestamp,
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* rounded down.
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*/
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inline int secs() const {
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return _secs;
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}
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/**
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* Return the time in frames described by this timestamp.
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*/
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inline int totalNumberOfFrames() const {
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return _numFrames / (int)_framerateFactor + _secs * (int)(_framerate / _framerateFactor);
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}
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/**
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* A timestamp consists of a number of seconds, plus a number
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* of frames, the latter describing a fraction of a second.
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* This method returns the latter number.
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*/
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inline int numberOfFrames() const {
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return _numFrames / (int)_framerateFactor;
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}
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/** Return the frame rate used by this timestamp. */
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inline uint framerate() const { return _framerate / _framerateFactor; }
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protected:
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/**
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* Compare this timestamp to another one and return
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* a value similar to strcmp.
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*/
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int cmp(const Timestamp &ts) const;
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/**
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* Normalize this timestamp by making _numFrames non-negative
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* and reducing its modulo _framerate.
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*/
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void normalize();
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/**
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* Add another timestamp to this one and normalize the result.
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*/
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void addIntern(const Timestamp &ts);
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protected:
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/**
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* The seconds part of this timestamp.
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* The total time in seconds represented by this timestamp can be
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* computed as follows:
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* @code
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* _secs + (double)_numFrames / _framerate
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* @endcode
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*/
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int _secs;
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/**
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* The number of frames that, together with @c _secs, encode the
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* timestamp.
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*
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* The total number of *internal* frames represented
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* by this timestamp can be computed as follows:
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* @code
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* _numFrames + _secs * _framerate
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* @endcode
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* To obtain the number of frames with respect to the original
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* frame rate, this value must be divided by _framerateFactor.
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*
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* This is always a value greater than or equal to zero.
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* The only reason this is an int and not a uint is to
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* allow intermediate negative values.
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*/
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int _numFrames;
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/**
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* The internal frame rate, i.e. the number of frames per second.
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*
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* This is computed as the least common multiple of the frame rate
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* specified by the client code, and 1000.
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* This ensures that both frames and milliseconds can be stored
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* without any rounding losses.
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*/
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uint _framerate;
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/**
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* Factor by which the original frame rate specified by the client
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* code has been multiplied to obtain the internal _framerate value.
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*/
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uint _framerateFactor;
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};
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/** @} */
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} // End of namespace Audio
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#endif
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