mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
0e8d3d9c56
Turns out we were leaking these here too.
160 lines
4.2 KiB
C++
160 lines
4.2 KiB
C++
// 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"
|
|
|
|
struct AVFrame;
|
|
struct AVCodec;
|
|
struct AVCodecContext;
|
|
struct SwrContext;
|
|
|
|
// 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
|
|
|
|
// 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);
|
|
bool IsOK() const;
|
|
|
|
int GetOutSamples();
|
|
int GetSourcePos();
|
|
int GetAudioCodecID(int audioType); // Get audioCodecId from audioType
|
|
|
|
// Not save stated, only used by UI. Used for ATRAC3 (non+) files.
|
|
void SetExtraData(u8 *data, int size, int wav_bytes_per_packet);
|
|
|
|
// 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; }
|
|
u32 GetCtxPtr() const { return ctxPtr; }
|
|
|
|
private:
|
|
void Init();
|
|
bool OpenCodec(int block_align);
|
|
|
|
u32 ctxPtr;
|
|
int audioType;
|
|
int sample_rate_;
|
|
int channels_;
|
|
int outSamples; // output samples per frame
|
|
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_;
|
|
};
|
|
|
|
void AudioClose(SimpleAudio **ctx);
|
|
const char *GetCodecName(int codec); // audioType
|
|
bool IsValidCodec(int codec);
|
|
|
|
class AuCtx {
|
|
public:
|
|
AuCtx();
|
|
~AuCtx();
|
|
|
|
u32 AuDecode(u32 pcmAddr);
|
|
u32 AuExit();
|
|
|
|
u32 AuNotifyAddStreamData(int size);
|
|
int AuCheckStreamDataNeeded();
|
|
u32 AuResetPlayPosition();
|
|
u32 AuResetPlayPositionByFrame(int position);
|
|
|
|
u32 AuSetLoopNum(int loop);
|
|
u32 AuGetLoopNum();
|
|
|
|
u32 AuGetInfoToAddStreamData(u32 buff, u32 size, u32 srcPos);
|
|
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.
|
|
u64 startPos;
|
|
u64 endPos;
|
|
u32 AuBuf;
|
|
u32 AuBufSize;
|
|
u32 PCMBuf;
|
|
u32 PCMBufSize;
|
|
int freq;
|
|
int BitRate;
|
|
int SamplingRate;
|
|
int Channels;
|
|
int Version;
|
|
|
|
// State variables. These should be relatively easy to move into private.
|
|
u32 SumDecodedSamples;
|
|
int LoopNum;
|
|
u32 MaxOutputSample;
|
|
int FrameNum; // number of decoded frame
|
|
|
|
// 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
|
|
int realReadSize; // the really read size from file
|
|
|
|
private:
|
|
std::string sourcebuff; // source buffer
|
|
};
|
|
|
|
|
|
|
|
|