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;
}