ppsspp/UI/BackgroundAudio.cpp

194 lines
4.6 KiB
C++
Raw Normal View History

#include <string>
#include "base/logging.h"
#include "base/timeutil.h"
#include "base/mutex.h"
#include "native/file/chunk_file.h"
#include "Common/CommonTypes.h"
#include "Core/HW/SimpleAudioDec.h"
#include "Common/FixedSizeQueue.h"
#include "GameInfoCache.h"
// Really simple looping in-memory AT3 player that also takes care of reading the file format.
// Turns out that AT3 files used for this are modified WAVE files so fairly easy to parse.
class AT3PlusReader {
public:
AT3PlusReader(const std::string &data)
: data_(data),
raw_offset_(0),
file_((const uint8_t *)&data[0],
(int32_t)data.size()),
raw_data_(0),
raw_data_size_(0),
buffer_(0),
decoder_(0) {
// Normally 8k but let's be safe.
buffer_ = new short[32 * 1024];
int codec = PSP_CODEC_AT3PLUS;
int num_channels, sample_rate, numFrames, samplesPerSec, avgBytesPerSec, Nothing;
if (file_.descend('RIFF')) {
file_.readInt(); //get past 'WAVE'
if (file_.descend('fmt ')) { //enter the format chunk
int temp = file_.readInt();
int format = temp & 0xFFFF;
switch (format) {
case 0xFFFE:
codec = PSP_CODEC_AT3PLUS;
break;
case 0x270:
2014-06-22 16:32:57 +00:00
// Dunno? 3rd Birthday has this. Doesn't seem to work though.
codec = PSP_CODEC_AT3;
break;
default:
return;
}
num_channels = temp >> 16;
samplesPerSec = file_.readInt();
avgBytesPerSec = file_.readInt();
temp = file_.readInt();
raw_bytes_per_frame_ = temp & 0xFFFF;
Nothing = temp >> 16;
file_.ascend();
// ILOG("got fmt data: %i", samplesPerSec);
} else {
ELOG("Error - no format chunk in wav");
file_.ascend();
return;
}
if (file_.descend('data')) { //enter the data chunk
int numBytes = file_.getCurrentChunkSize();
numFrames = numBytes / raw_bytes_per_frame_; // numFrames
raw_data_ = (uint8_t *)malloc(numBytes);
raw_data_size_ = numBytes;
if (/*raw_bytes_per_frame_ == 280 && */ num_channels == 2) {
file_.readData(raw_data_, numBytes);
} else {
ELOG("Error - bad blockalign or channels");
free(raw_data_);
raw_data_ = 0;
return;
}
file_.ascend();
} else {
ELOG("Error - no data chunk in wav");
file_.ascend();
return;
}
file_.ascend();
} else {
ELOG("Could not descend into RIFF file");
return;
}
sample_rate = samplesPerSec;
2014-06-22 16:32:57 +00:00
decoder_ = new SimpleAudio(codec, sample_rate, num_channels);
ILOG("read ATRAC, frames: %i, rate %i", numFrames, sample_rate);
}
~AT3PlusReader() {
}
void Shutdown() {
free(raw_data_);
raw_data_ = 0;
delete[] buffer_;
buffer_ = 0;
delete decoder_;
decoder_ = 0;
}
bool IsOK() { return raw_data_ != 0; }
bool Read(short *buffer, int len) {
if (!raw_data_)
return false;
while (bgQueue.size() < len * 2) {
int outBytes;
decoder_->Decode(raw_data_ + raw_offset_, raw_bytes_per_frame_, (uint8_t *)buffer_, &outBytes);
if (!outBytes)
return false;
for (int i = 0; i < outBytes / 2; i++) {
bgQueue.push(buffer_[i]);
}
// loop!
raw_offset_ += raw_bytes_per_frame_;
if (raw_offset_ >= raw_data_size_) {
raw_offset_ = 0;
}
}
for (int i = 0; i < len * 2; i++) {
buffer[i] = bgQueue.pop_front();
}
return true;
}
private:
const std::string &data_;
ChunkFile file_;
uint8_t *raw_data_;
int raw_data_size_;
int raw_offset_;
int raw_bytes_per_frame_;
FixedSizeQueue<s16, 128 * 1024> bgQueue;
short *buffer_;
SimpleAudio *decoder_;
};
static recursive_mutex bgMutex;
static std::string bgGamePath;
static int playbackOffset;
static AT3PlusReader *at3Reader;
static double gameLastChanged;
void SetBackgroundAudioGame(const std::string &path) {
time_update();
lock_guard lock(bgMutex);
if (path == bgGamePath) {
// Do nothing
return;
}
gameLastChanged = time_now_d();
if (at3Reader) {
at3Reader->Shutdown();
delete at3Reader;
at3Reader = 0;
}
playbackOffset = 0;
bgGamePath = path;
}
int MixBackgroundAudio(short *buffer, int size) {
time_update();
lock_guard lock(bgMutex);
// If there's a game, and some time has passed since the selected game
// last changed... (to prevent crazy amount of reads when skipping through a list)
if (!at3Reader && bgGamePath.size() && (time_now_d() - gameLastChanged > 0.5)) {
// Grab some audio from the current game and play it.
GameInfo *gameInfo = g_gameInfoCache.GetInfo(bgGamePath, GAMEINFO_WANTSND);
if (!gameInfo)
return 0;
if (gameInfo->sndFileData.size()) {
const std::string &data = gameInfo->sndFileData;
at3Reader = new AT3PlusReader(data);
}
}
if (!at3Reader || !at3Reader->Read(buffer, size)) {
memset(buffer, 0, size * 2 * sizeof(s16));
}
return 0;
}