ppsspp/UI/BackgroundAudio.cpp

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#include <string>
#include <mutex>
#include "base/logging.h"
#include "base/timeutil.h"
#include "file/chunk_file.h"
#include "Common/CommonTypes.h"
#include "Core/HW/SimpleAudioDec.h"
#include "Core/HLE/__sceAudio.h"
#include "Common/FixedSizeQueue.h"
#include "GameInfoCache.h"
#include "Core/Config.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)
: file_((const uint8_t *)&data[0], (int32_t)data.size()) {
// Normally 8k but let's be safe.
buffer_ = new short[32 * 1024];
int codec = PSP_CODEC_AT3PLUS;
u8 at3_extradata[16];
int num_channels, sample_rate, numFrames, samplesPerSec, avgBytesPerSec, Nothing;
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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:
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codec = PSP_CODEC_AT3;
break;
default:
ERROR_LOG(SCEAUDIO, "Unexpected SND0.AT3 format %04x", format);
return;
}
num_channels = temp >> 16;
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samplesPerSec = file_.ReadInt();
avgBytesPerSec = file_.ReadInt();
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temp = file_.ReadInt();
raw_bytes_per_frame_ = temp & 0xFFFF;
Nothing = temp >> 16;
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// Not currently used, but part of the format.
(void)avgBytesPerSec;
(void)Nothing;
if (codec == PSP_CODEC_AT3) {
// The first two bytes are actually not a useful part of the extradata.
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// We already read 16 bytes, so make sure there's enough left.
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if (file_.GetCurrentChunkSize() >= 32) {
file_.ReadData(at3_extradata, 16);
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} else {
memset(at3_extradata, 0, sizeof(at3_extradata));
}
}
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file_.Ascend();
// ILOG("got fmt data: %i", samplesPerSec);
} else {
ELOG("Error - no format chunk in wav");
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file_.Ascend();
return;
}
// If we have no loop info, we'll just loop the entire audio.
raw_offset_loop_start_ = 0;
raw_offset_loop_end_ = 0;
skip_next_samples_ = 0;
if (file_.Descend('smpl')) {
std::vector<u8> smplData;
smplData.resize(file_.GetCurrentChunkSize());
file_.ReadData(&smplData[0], (int)smplData.size());
int numLoops = *(int *)&smplData[28];
struct AtracLoopInfo {
int cuePointID;
int type;
int startSample;
int endSample;
int fraction;
int playCount;
};
if (numLoops > 0 && smplData.size() >= 36 + sizeof(AtracLoopInfo) * numLoops) {
AtracLoopInfo *loops = (AtracLoopInfo *)&smplData[36];
int samplesPerFrame = codec == PSP_CODEC_AT3PLUS ? 2048 : 1024;
for (int i = 0; i < numLoops; ++i) {
// Only seen forward loops, so let's ignore others.
if (loops[i].type != 0)
continue;
// We ignore loop interpolation (fraction) and play count for now.
raw_offset_loop_start_ = (loops[i].startSample / samplesPerFrame) * raw_bytes_per_frame_;
loop_start_offset_ = loops[i].startSample % samplesPerFrame;
raw_offset_loop_end_ = (loops[i].endSample / samplesPerFrame) * raw_bytes_per_frame_;
loop_end_offset_ = loops[i].endSample % samplesPerFrame;
if (loops[i].playCount == 0) {
// This was an infinite loop, so ignore the rest.
// In practice, there's usually only one and it's usually infinite.
break;
}
}
}
file_.Ascend();
}
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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 (num_channels == 1 || num_channels == 2) {
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file_.ReadData(raw_data_, numBytes);
} else {
ELOG("Error - bad blockalign or channels");
free(raw_data_);
raw_data_ = nullptr;
return;
}
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file_.Ascend();
} else {
ELOG("Error - no data chunk in wav");
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file_.Ascend();
return;
}
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file_.Ascend();
} else {
ELOG("Could not descend into RIFF file. Data size=%d", (int32_t)data.size());
return;
}
sample_rate = samplesPerSec;
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decoder_ = new SimpleAudio(codec, sample_rate, num_channels);
if (codec == PSP_CODEC_AT3) {
decoder_->SetExtraData(&at3_extradata[2], 14, raw_bytes_per_frame_);
}
ILOG("read ATRAC, frames: %i, rate %i", numFrames, sample_rate);
}
~AT3PlusReader() {
}
void Shutdown() {
free(raw_data_);
raw_data_ = nullptr;
delete[] buffer_;
buffer_ = nullptr;
delete decoder_;
decoder_ = nullptr;
}
bool IsOK() { return raw_data_ != nullptr; }
bool Read(int *buffer, int len) {
if (!raw_data_)
return false;
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while (bgQueue.size() < (size_t)(len * 2)) {
int outBytes = 0;
decoder_->Decode(raw_data_ + raw_offset_, raw_bytes_per_frame_, (uint8_t *)buffer_, &outBytes);
if (!outBytes)
return false;
if (raw_offset_loop_end_ != 0 && raw_offset_ == raw_offset_loop_end_) {
// Only take the remaining bytes, but convert to stereo s16.
outBytes = std::min(outBytes, loop_end_offset_ * 4);
}
int start = skip_next_samples_;
skip_next_samples_ = 0;
for (int i = start; i < outBytes / 2; i++) {
bgQueue.push(buffer_[i]);
}
if (raw_offset_loop_end_ != 0 && raw_offset_ == raw_offset_loop_end_) {
// Time to loop. Account for the addition below.
raw_offset_ = raw_offset_loop_start_ - raw_bytes_per_frame_;
// This time we're counting each stereo sample.
skip_next_samples_ = loop_start_offset_ * 2;
}
// Handle loops when there's no loop info.
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:
RIFFReader file_;
uint8_t *raw_data_ = nullptr;
int raw_data_size_ = 0;
int raw_offset_ = 0;
int raw_bytes_per_frame_;
int raw_offset_loop_start_ = 0;
int raw_offset_loop_end_ = 0;
int loop_start_offset_ = 0;
int loop_end_offset_ = 0;
int skip_next_samples_ = 0;
FixedSizeQueue<s16, 128 * 1024> bgQueue;
short *buffer_ = nullptr;
SimpleAudio *decoder_ = nullptr;
};
static std::mutex g_bgMutex;
static std::string bgGamePath;
static int playbackOffset;
static AT3PlusReader *at3Reader;
static double gameLastChanged;
static double lastPlaybackTime;
static int buffer[44100];
static bool fadingOut = true;
static float volume;
static float delta = -0.0001f;
static void ClearBackgroundAudio(bool hard) {
if (!hard) {
fadingOut = true;
volume = 1.0f;
return;
}
if (at3Reader) {
at3Reader->Shutdown();
delete at3Reader;
at3Reader = nullptr;
}
playbackOffset = 0;
}
void SetBackgroundAudioGame(const std::string &path) {
time_update();
std::lock_guard<std::mutex> lock(g_bgMutex);
if (path == bgGamePath) {
// Do nothing
return;
}
if (path.size() == 0) {
ClearBackgroundAudio(false);
fadingOut = true;
} else {
ClearBackgroundAudio(true);
gameLastChanged = time_now_d();
fadingOut = false;
}
volume = 1.0f;
bgGamePath = path;
}
int PlayBackgroundAudio() {
time_update();
std::lock_guard<std::mutex> lock(g_bgMutex);
// Immediately stop the sound if it is turned off while playing.
if (!g_Config.bEnableSound) {
ClearBackgroundAudio(true);
__PushExternalAudio(0, 0);
return 0;
}
double now = time_now();
if (at3Reader) {
int sz = lastPlaybackTime <= 0.0 ? 44100 / 60 : (int)((now - lastPlaybackTime) * 44100);
sz = std::min((int)ARRAY_SIZE(buffer) / 2, sz);
if (sz >= 16) {
if (at3Reader->Read(buffer, sz)) {
if (!fadingOut) {
__PushExternalAudio(buffer, sz);
} else {
for (int i = 0; i < sz*2; i += 2) {
buffer[i] *= volume;
buffer[i + 1] *= volume;
volume += delta;
}
__PushExternalAudio(buffer, sz);
if (volume <= 0.0f) {
ClearBackgroundAudio(true);
fadingOut = false;
gameLastChanged = 0;
}
}
}
lastPlaybackTime = now;
}
} else {
__PushExternalAudio(0, 0);
lastPlaybackTime = now;
}
return 0;
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}
// Stuff that should be on the UI thread only, like anything to do with
// g_gameInfoCache.
void UpdateBackgroundAudio() {
// 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 (bgGamePath.size() && (time_now_d() - gameLastChanged > 0.5)) {
std::lock_guard<std::mutex> lock(g_bgMutex);
if (!at3Reader) {
// Grab some audio from the current game and play it.
if (!g_gameInfoCache)
return;
std::shared_ptr<GameInfo> gameInfo = g_gameInfoCache->GetInfo(NULL, bgGamePath, GAMEINFO_WANTSND);
if (!gameInfo)
return;
if (gameInfo->pending) {
// Should try again shortly..
return;
}
if (gameInfo->sndFileData.size()) {
const std::string &data = gameInfo->sndFileData;
at3Reader = new AT3PlusReader(data);
lastPlaybackTime = 0.0;
}
}
}
}