On Tue, 24 Jan 2012 14:48:03 -0500, Justin Ruggles <[email protected]> 
wrote:
> On 01/19/2012 03:01 PM, Justin Ruggles wrote:
> 
> > According to unofficial documentation, the video rate is locked to the audio
> > sample rate. This results in proper synchronization of audio and video
> > timestamps.
> 
> 
> One problem with this patch is that it changes the time_base after
> read_header(), where the stream is created.
> 
> In all the samples we have, there is an audio packet before the first
> video packet, so the simple solution would be to store parameters in the
> private context and create the video stream when the first video packet
> is encountered. If at that point, we have read an audio packet, we can
> set the correct time_base, otherwise we have to use the default.
> 
> A more difficult solution would be to buffer video packets until we get
> an audio packet (or a certain number is reached, indicating we probably
> don't have an audio stream). I actually implemented this at one point,
> but I couldn't test it since none of the samples in our archive need it...
> 

How many samples does this format actually have?

It's an obscure game format, so I'd say implement whatever is easier and
don't waste too much time on this.

-- 
Anton Khirnov
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