ppsspp/Core/HW/SimpleAudioDec.h

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// Copyright (c) 2013- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <cmath>
#include "base/basictypes.h"
#include "Core/HW/MediaEngine.h"
#include "Core/HLE/sceAudio.h"
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struct AVFrame;
struct AVCodec;
struct AVCodecContext;
struct SwrContext;
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// Wraps FFMPEG for audio decoding in a nice interface.
// Decodes packet by packet - does NOT demux.
// Based on http://ffmpeg.org/doxygen/trunk/doc_2examples_2decoding_encoding_8c-example.html#_a13
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// audioType
enum {
PSP_CODEC_AT3PLUS = 0x00001000,
PSP_CODEC_AT3 = 0x00001001,
PSP_CODEC_MP3 = 0x00001002,
PSP_CODEC_AAC = 0x00001003,
};
class SimpleAudio {
public:
SimpleAudio(int audioType, int sample_rate = 44100, int channels = 2);
~SimpleAudio();
bool Decode(void* inbuf, int inbytes, uint8_t *outbuf, int *outbytes);
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bool IsOK() const;
int GetOutSamples();
int GetSourcePos();
int GetAudioCodecID(int audioType); // Get audioCodecId from audioType
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// Not save stated, only used by UI. Used for ATRAC3 (non+) files.
void SetExtraData(u8 *data, int size, int wav_bytes_per_packet);
void SetChannels(int channels);
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// These two are only here because of save states.
int GetAudioType() const { return audioType; }
void SetResampleFrequency(int freq) { wanted_resample_freq = freq; }
// Just metadata.
void SetCtxPtr(u32 ptr) { ctxPtr = ptr; }
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u32 GetCtxPtr() const { return ctxPtr; }
private:
void Init();
bool OpenCodec(int block_align);
u32 ctxPtr;
int audioType;
int sample_rate_;
int channels_;
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int outSamples; // output samples per frame
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int srcPos; // bytes consumed in source during the last decoding
int wanted_resample_freq; // wanted resampling rate/frequency
AVFrame *frame_;
AVCodec *codec_;
AVCodecContext *codecCtx_;
SwrContext *swrCtx_;
bool codecOpen_;
};
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void AudioClose(SimpleAudio **ctx);
const char *GetCodecName(int codec); // audioType
bool IsValidCodec(int codec);
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class AuCtx {
public:
AuCtx();
~AuCtx();
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u32 AuDecode(u32 pcmAddr);
u32 AuNotifyAddStreamData(int size);
int AuCheckStreamDataNeeded();
int AuStreamBytesNeeded();
int AuStreamWorkareaSize();
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u32 AuResetPlayPosition();
u32 AuResetPlayPositionByFrame(int position);
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u32 AuSetLoopNum(int loop);
u32 AuGetLoopNum();
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u32 AuGetInfoToAddStreamData(u32 bufPtr, u32 sizePtr, u32 srcPosPtr);
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u32 AuGetMaxOutputSample() const { return MaxOutputSample; }
u32 AuGetSumDecodedSample() const { return SumDecodedSamples; }
int AuGetChannelNum() const { return Channels; }
int AuGetBitRate() const { return BitRate; }
int AuGetSamplingRate() const { return SamplingRate; }
int AuGetVersion() const { return Version; }
int AuGetFrameNum() const { return FrameNum; }
void DoState(PointerWrap &p);
void EatSourceBuff(int amount) {
sourcebuff.erase(0, amount);
AuBufAvailable -= amount;
}
// Au source information. Written to from for example sceAacInit so public for now.
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u64 startPos;
u64 endPos;
u32 AuBuf;
u32 AuBufSize;
u32 PCMBuf;
u32 PCMBufSize;
int freq;
int BitRate;
int SamplingRate;
int Channels;
int Version;
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// State variables. These should be relatively easy to move into private.
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u32 SumDecodedSamples;
int LoopNum;
u32 MaxOutputSample;
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int FrameNum; // number of decoded frame
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// Au decoder
SimpleAudio *decoder;
// Au type
int audioType;
// buffers informations
int AuBufAvailable; // the available buffer of AuBuf to be able to recharge data
int readPos; // read position in audio source file
int askedReadSize; // the size of data requied to be read from file by the game
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private:
std::string sourcebuff; // source buffer
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};