mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
345 lines
8.9 KiB
C++
345 lines
8.9 KiB
C++
#include <string>
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#include <mutex>
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#include "base/logging.h"
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#include "base/timeutil.h"
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#include "file/chunk_file.h"
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#include "Common/CommonTypes.h"
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#include "Core/HW/SimpleAudioDec.h"
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#include "Core/HLE/__sceAudio.h"
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#include "Common/FixedSizeQueue.h"
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#include "GameInfoCache.h"
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#include "Core/Config.h"
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// Really simple looping in-memory AT3 player that also takes care of reading the file format.
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// Turns out that AT3 files used for this are modified WAVE files so fairly easy to parse.
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class AT3PlusReader {
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public:
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AT3PlusReader(const std::string &data)
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: file_((const uint8_t *)&data[0], (int32_t)data.size()) {
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// Normally 8k but let's be safe.
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buffer_ = new short[32 * 1024];
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int codec = PSP_CODEC_AT3PLUS;
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u8 at3_extradata[16];
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int num_channels, sample_rate, numFrames, samplesPerSec, avgBytesPerSec, Nothing;
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if (file_.Descend('RIFF')) {
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file_.ReadInt(); //get past 'WAVE'
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if (file_.Descend('fmt ')) { //enter the format chunk
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int temp = file_.ReadInt();
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int format = temp & 0xFFFF;
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switch (format) {
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case 0xFFFE:
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codec = PSP_CODEC_AT3PLUS;
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break;
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case 0x270:
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codec = PSP_CODEC_AT3;
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break;
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default:
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ERROR_LOG(SCEAUDIO, "Unexpected SND0.AT3 format %04x", format);
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return;
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}
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num_channels = temp >> 16;
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samplesPerSec = file_.ReadInt();
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avgBytesPerSec = file_.ReadInt();
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temp = file_.ReadInt();
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raw_bytes_per_frame_ = temp & 0xFFFF;
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Nothing = temp >> 16;
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// Not currently used, but part of the format.
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(void)avgBytesPerSec;
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(void)Nothing;
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if (codec == PSP_CODEC_AT3) {
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// 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) {
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file_.ReadData(at3_extradata, 16);
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} else {
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memset(at3_extradata, 0, sizeof(at3_extradata));
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}
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}
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file_.Ascend();
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// ILOG("got fmt data: %i", samplesPerSec);
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} else {
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ELOG("Error - no format chunk in wav");
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file_.Ascend();
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return;
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}
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// If we have no loop info, we'll just loop the entire audio.
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raw_offset_loop_start_ = 0;
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raw_offset_loop_end_ = 0;
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skip_next_samples_ = 0;
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if (file_.Descend('smpl')) {
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std::vector<u8> smplData;
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smplData.resize(file_.GetCurrentChunkSize());
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file_.ReadData(&smplData[0], (int)smplData.size());
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int numLoops = *(int *)&smplData[28];
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struct AtracLoopInfo {
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int cuePointID;
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int type;
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int startSample;
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int endSample;
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int fraction;
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int playCount;
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};
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if (numLoops > 0 && smplData.size() >= 36 + sizeof(AtracLoopInfo) * numLoops) {
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AtracLoopInfo *loops = (AtracLoopInfo *)&smplData[36];
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int samplesPerFrame = codec == PSP_CODEC_AT3PLUS ? 2048 : 1024;
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for (int i = 0; i < numLoops; ++i) {
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// Only seen forward loops, so let's ignore others.
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if (loops[i].type != 0)
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continue;
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// We ignore loop interpolation (fraction) and play count for now.
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raw_offset_loop_start_ = (loops[i].startSample / samplesPerFrame) * raw_bytes_per_frame_;
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loop_start_offset_ = loops[i].startSample % samplesPerFrame;
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raw_offset_loop_end_ = (loops[i].endSample / samplesPerFrame) * raw_bytes_per_frame_;
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loop_end_offset_ = loops[i].endSample % samplesPerFrame;
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if (loops[i].playCount == 0) {
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// This was an infinite loop, so ignore the rest.
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// In practice, there's usually only one and it's usually infinite.
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break;
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}
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}
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}
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file_.Ascend();
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}
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if (file_.Descend('data')) { //enter the data chunk
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int numBytes = file_.GetCurrentChunkSize();
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numFrames = numBytes / raw_bytes_per_frame_; // numFrames
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raw_data_ = (uint8_t *)malloc(numBytes);
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raw_data_size_ = numBytes;
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if (num_channels == 1 || num_channels == 2) {
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file_.ReadData(raw_data_, numBytes);
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} else {
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ELOG("Error - bad blockalign or channels");
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free(raw_data_);
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raw_data_ = nullptr;
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return;
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}
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file_.Ascend();
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} else {
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ELOG("Error - no data chunk in wav");
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file_.Ascend();
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return;
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}
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file_.Ascend();
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} else {
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ELOG("Could not descend into RIFF file. Data size=%d", (int32_t)data.size());
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return;
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}
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sample_rate = samplesPerSec;
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decoder_ = new SimpleAudio(codec, sample_rate, num_channels);
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if (codec == PSP_CODEC_AT3) {
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decoder_->SetExtraData(&at3_extradata[2], 14, raw_bytes_per_frame_);
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}
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ILOG("read ATRAC, frames: %i, rate %i", numFrames, sample_rate);
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}
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~AT3PlusReader() {
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}
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void Shutdown() {
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free(raw_data_);
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raw_data_ = nullptr;
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delete[] buffer_;
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buffer_ = nullptr;
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delete decoder_;
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decoder_ = nullptr;
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}
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bool IsOK() { return raw_data_ != nullptr; }
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bool Read(int *buffer, int len) {
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if (!raw_data_)
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return false;
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while (bgQueue.size() < (size_t)(len * 2)) {
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int outBytes = 0;
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decoder_->Decode(raw_data_ + raw_offset_, raw_bytes_per_frame_, (uint8_t *)buffer_, &outBytes);
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if (!outBytes)
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return false;
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if (raw_offset_loop_end_ != 0 && raw_offset_ == raw_offset_loop_end_) {
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// Only take the remaining bytes, but convert to stereo s16.
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outBytes = std::min(outBytes, loop_end_offset_ * 4);
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}
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int start = skip_next_samples_;
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skip_next_samples_ = 0;
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for (int i = start; i < outBytes / 2; i++) {
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bgQueue.push(buffer_[i]);
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}
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if (raw_offset_loop_end_ != 0 && raw_offset_ == raw_offset_loop_end_) {
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// Time to loop. Account for the addition below.
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raw_offset_ = raw_offset_loop_start_ - raw_bytes_per_frame_;
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// This time we're counting each stereo sample.
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skip_next_samples_ = loop_start_offset_ * 2;
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}
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// Handle loops when there's no loop info.
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raw_offset_ += raw_bytes_per_frame_;
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if (raw_offset_ >= raw_data_size_) {
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raw_offset_ = 0;
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}
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}
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for (int i = 0; i < len * 2; i++) {
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buffer[i] = bgQueue.pop_front();
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}
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return true;
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}
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private:
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RIFFReader file_;
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uint8_t *raw_data_ = nullptr;
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int raw_data_size_ = 0;
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int raw_offset_ = 0;
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int raw_bytes_per_frame_;
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int raw_offset_loop_start_ = 0;
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int raw_offset_loop_end_ = 0;
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int loop_start_offset_ = 0;
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int loop_end_offset_ = 0;
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int skip_next_samples_ = 0;
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FixedSizeQueue<s16, 128 * 1024> bgQueue;
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short *buffer_ = nullptr;
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SimpleAudio *decoder_ = nullptr;
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};
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static std::mutex g_bgMutex;
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static std::string bgGamePath;
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static int playbackOffset;
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static AT3PlusReader *at3Reader;
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static double gameLastChanged;
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static double lastPlaybackTime;
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static int buffer[44100];
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static bool fadingOut = true;
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static float volume;
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static float delta = -0.0001f;
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static void ClearBackgroundAudio(bool hard) {
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if (!hard) {
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fadingOut = true;
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volume = 1.0f;
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return;
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}
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if (at3Reader) {
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at3Reader->Shutdown();
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delete at3Reader;
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at3Reader = nullptr;
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}
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playbackOffset = 0;
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}
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void SetBackgroundAudioGame(const std::string &path) {
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time_update();
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std::lock_guard<std::mutex> lock(g_bgMutex);
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if (path == bgGamePath) {
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// Do nothing
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return;
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}
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if (path.size() == 0) {
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ClearBackgroundAudio(false);
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fadingOut = true;
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} else {
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ClearBackgroundAudio(true);
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gameLastChanged = time_now_d();
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fadingOut = false;
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}
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volume = 1.0f;
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bgGamePath = path;
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}
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int PlayBackgroundAudio() {
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time_update();
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std::lock_guard<std::mutex> lock(g_bgMutex);
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// Immediately stop the sound if it is turned off while playing.
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if (!g_Config.bEnableSound) {
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ClearBackgroundAudio(true);
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__PushExternalAudio(0, 0);
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return 0;
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}
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double now = time_now();
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if (at3Reader) {
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int sz = lastPlaybackTime <= 0.0 ? 44100 / 60 : (int)((now - lastPlaybackTime) * 44100);
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sz = std::min((int)ARRAY_SIZE(buffer) / 2, sz);
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if (sz >= 16) {
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if (at3Reader->Read(buffer, sz)) {
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if (!fadingOut) {
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__PushExternalAudio(buffer, sz);
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} else {
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for (int i = 0; i < sz*2; i += 2) {
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buffer[i] *= volume;
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buffer[i + 1] *= volume;
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volume += delta;
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}
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__PushExternalAudio(buffer, sz);
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if (volume <= 0.0f) {
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ClearBackgroundAudio(true);
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fadingOut = false;
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gameLastChanged = 0;
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}
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}
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}
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lastPlaybackTime = now;
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}
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} else {
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__PushExternalAudio(0, 0);
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lastPlaybackTime = now;
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}
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return 0;
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}
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// Stuff that should be on the UI thread only, like anything to do with
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// g_gameInfoCache.
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void UpdateBackgroundAudio() {
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// If there's a game, and some time has passed since the selected game
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// last changed... (to prevent crazy amount of reads when skipping through a list)
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if (bgGamePath.size() && (time_now_d() - gameLastChanged > 0.5)) {
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std::lock_guard<std::mutex> lock(g_bgMutex);
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if (!at3Reader) {
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// Grab some audio from the current game and play it.
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if (!g_gameInfoCache)
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return;
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std::shared_ptr<GameInfo> gameInfo = g_gameInfoCache->GetInfo(NULL, bgGamePath, GAMEINFO_WANTSND);
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if (!gameInfo)
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return;
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if (gameInfo->pending) {
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// Should try again shortly..
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return;
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}
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if (gameInfo->sndFileData.size()) {
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const std::string &data = gameInfo->sndFileData;
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at3Reader = new AT3PlusReader(data);
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lastPlaybackTime = 0.0;
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}
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}
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}
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}
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