DGDemux development

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Rocky
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Re: DGDemux development

Post by Rocky »

OK, thanks. Standby for new version...
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Re: DGDemux development

Post by Guest »

Just tried with a lower directory (T:\New Folder\) and got the same error
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Rocky
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Re: DGDemux development

Post by Rocky »

Please re-download and try again. Thank you.
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Re: DGDemux development

Post by Guest »

It's working on the DaVinci Code
I'll try it on Inferno, the other movie, in a sec
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Rocky
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Re: DGDemux development

Post by Rocky »

Great, thanks. I had my define for the maximum THD frame size too low. I should malloc/free it instead of having a fixed buffer size. Glad you found that directory bug before I released that! :salute:
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Re: DGDemux development

Post by Guest »

Working fine on the second movie
Looks like its all good
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Rocky
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Re: DGDemux development

Post by Rocky »

I'll make releases tomorrow morning. Thank you for your testing, gonca.
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Re: DGDemux development

Post by Guest »

Have a good night
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Rocky
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Re: DGDemux development

Post by Rocky »

Thank you, you too!
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Sherman
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Re: DGDemux development

Post by Sherman »

We're back! We met Rosalind Franklin. She had so many insights on "modern physics" and the sociology of science. And she went to Cambridge, too.

Anyway, I thought up a real simple, robust way to do episode demuxing without all kinds of hullabaloo. Everything falls out automatically. OK, first implement a 'skip first n M2TS files' option. Also implement stopping the demux when a new M2TS (or EOS) is asked for, when in episode mode. Then a high-level process simply starts and when the first M2TS hits NextFile() it re-spawns DGDemux.exe with skipping 1 M2TS and then the current instance dies. Then at each NextFile() call, just bump the number to skip by one, re-spawn, and die. Performance should be fine because each stage only needs to parse one M2TS file. Pretty sneaky, huh? The alternative of closing and re-opening files on-the-fly while parsing all the M2TS files straight-through is too nightmarish to contemplate.

What do you think?
Sherman Peabody
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Bullwinkle
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Re: DGDemux development

Post by Bullwinkle »

Sherman, that's pretty good for a kid. However, coordinating that process with the GUI may not be so trivial. I expect you to have it coded by the end of the day tomorrow. That is the real test of a Moose.

Image
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Rocky
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Re: DGDemux development

Post by Rocky »

Sherman is like wheee!
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Sherman
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Re: DGDemux development

Post by Sherman »

Guys, I have the first phase completed. I added the 'skip n M2TS files' option. It uses an extra episode number on the file names and adjusts chapter times, etc. Seems to work fine. Now I will write the high-level controller that does all the episodes via:

DGDemux ... -sk n

starting at n = 0 and incrementing it until done.
Sherman Peabody
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Re: DGDemux development

Post by Sherman »

I got the high-level process working. You just add -ep to the end of the DGDemux command line and that will enable per-episode demuxing. Now, I have to add the -ep option to DGDemuxGUI. Then regression test everything very thoroughly and make sure non-episode mode is still working properly.
Sherman Peabody
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Sherman
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Re: DGDemux development

Post by Sherman »

Now I have DGDemuxGUI working fine. There is one wart. For each M2TS the progress goes 0-100 and then after the last one everything finishes. It's hard to make the progress span the entire M2TS list so I'm not going to bother. :P

Now code review and regression testing.
Sherman Peabody
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Bullwinkle
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Re: DGDemux development

Post by Bullwinkle »

You better hurry up, Sherman. There are only about 13 hours left in the day.
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Rocky
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Re: DGDemux development

Post by Rocky »

Sherman has turned it over to me for release, so he made the schedule. Great job!

Probably make slipstream tomorrow.
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Re: DGDemux development

Post by Bullwinkle »

Not so fast, Sherman. There is no proper error checking and recovery. And the progress doesn't span the entire playlist? You have all the in and out times for all the M2TS. Figure it out.
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Sherman
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Re: DGDemux development

Post by Sherman »

Thank you for the guidance, Bullwinkle. I have added error handling and fixed up the progress indication. Handing off to Rocky.
Sherman Peabody
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Rocky
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Re: DGDemux development

Post by Rocky »

Thank you, guys. The changes are non-trivial so let's go with a test version for people to bang on. Note that it has been tested only with CC_SAKURA.

http://rationalqm.us/dgdemux/binaries/D ... isodes.rar

Update both DGDemux and DGDemuxGUI. The manual explains the new options -ep and -sk. Feedback will be appreciated.
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Re: DGDemux development

Post by Guest »

Quick test on Stargate Atlantis disc
Works fine, chapters are right and everything else seems ok
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Rocky
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Re: DGDemux development

Post by Rocky »

Great to hear, gonca. Thank you for your testing.
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Rocky
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Re: DGDemux development

Post by Rocky »

Released as slipstream 28. Thank you everybody for suggestions, coding, and testing.

What should we ask Sherman to do next? Solve the quantum measurement "problem"? After he saves history, of course.
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Sherman
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Re: DGDemux development

Post by Sherman »

Don't worry, Rocky, I can multitask.
Sherman Peabody
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Emulgator
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Re: DGDemux development

Post by Emulgator »

Beautiful.
Made a 9-angle-BD test project in DVD Architect 7.0 just to see if it would work:
All 9 angles are found nicely (but did not test demuxing for now).

Small suggestion: Once it comes to cosmetics, the second video stream can have its PID.
Found 0x1015 (dec 4117) for Dolby Vision Enhancement Layer (UHD 2001 - A Space Odyssey)
Somewhere I happened to come across 0x1012 (dec4114) for a MVC stream, don't remember where...
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