bool clip_ready;
steady_clock::time_point before_sleep = steady_clock::now();
string pause_status;
+ float master_speed = 1.0f;
// Wait until we're supposed to play something.
{
double out_pts = out_pts_origin + TIMEBASE * frameno / global_flags.output_framerate;
next_frame_start =
origin + microseconds(lrint((out_pts - out_pts_origin) * 1e6 / TIMEBASE));
- int64_t in_pts = lrint(in_pts_origin + TIMEBASE * frameno * clip->speed / global_flags.output_framerate);
+ int64_t in_pts = lrint(in_pts_origin + TIMEBASE * frameno * clip->speed * master_speed / global_flags.output_framerate);
pts = lrint(out_pts);
+ float new_master_speed = change_master_speed.exchange(0.0f / 0.0f);
+ if (!std::isnan(new_master_speed)) {
+ master_speed = new_master_speed;
+ in_pts_origin = in_pts - TIMEBASE * frameno * clip->speed * master_speed / global_flags.output_framerate;
+ out_pts_origin = out_pts - TIMEBASE * frameno / global_flags.output_framerate;
+ }
+
if (in_pts >= clip->pts_out) {
break;
}
// Snap to input frame: If we can do so with less than 1% jitter
// (ie., move less than 1% of an _output_ frame), do so.
// TODO: Snap secondary (fade-to) clips in the same fashion.
- double pts_snap_tolerance = 0.01 * double(TIMEBASE) / global_flags.output_framerate;
+ double pts_snap_tolerance = 0.01 * double(TIMEBASE) * clip->speed / global_flags.output_framerate;
bool snapped = false;
for (FrameOnDisk snap_frame : { frame_lower, frame_upper }) {
if (fabs(snap_frame.pts - in_pts) < pts_snap_tolerance) {