ppsspp/Core/HW/SimpleAudioDec.h
2024-04-10 12:14:58 +02:00

190 lines
4.8 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 "Core/HW/MediaEngine.h"
#include "Core/HLE/sceAudio.h"
struct AVFrame;
struct AVCodec;
struct AVCodecContext;
struct SwrContext;
#ifdef USE_FFMPEG
extern "C" {
#include "libavutil/version.h"
};
#endif
// 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 PSPAudioType {
PSP_CODEC_AT3PLUS = 0x00001000,
PSP_CODEC_AT3 = 0x00001001,
PSP_CODEC_MP3 = 0x00001002,
PSP_CODEC_AAC = 0x00001003,
};
class AudioDecoder {
public:
virtual ~AudioDecoder() {}
virtual bool Decode(const uint8_t* inbuf, int inbytes, uint8_t *outbuf, int *outbytes) = 0;
virtual bool IsOK() const = 0;
virtual int GetOutSamples() const = 0;
virtual int GetSourcePos() const = 0;
virtual PSPAudioType GetAudioType() const = 0;
};
// FFMPEG-based decoder
class SimpleAudio : public AudioDecoder {
public:
SimpleAudio(PSPAudioType audioType, int sampleRateHz = 44100, int channels = 2);
~SimpleAudio();
bool Decode(const uint8_t* inbuf, int inbytes, uint8_t *outbuf, int *outbytes) override;
bool IsOK() const override;
int GetOutSamples() const override {
return outSamples;
}
int GetSourcePos() const override {
return srcPos;
}
int GetAudioCodecID(int audioType); // Get audioCodecId from audioType
// Not save stated, only used by UI. Used for ATRAC3 (non+) files.
void SetExtraData(const u8 *data, int size, int wav_bytes_per_packet);
void SetChannels(int channels);
// These two are only here because of save states.
PSPAudioType GetAudioType() const { return audioType; }
// Just metadata.
void SetCtxPtr(u32 ptr) { ctxPtr = ptr; }
u32 GetCtxPtr() const { return ctxPtr; }
private:
bool OpenCodec(int block_align);
u32 ctxPtr;
PSPAudioType audioType;
int sample_rate_;
int channels_;
int outSamples; // output samples per frame
int srcPos; // bytes consumed in source during the last decoding
AVFrame *frame_;
#if HAVE_LIBAVCODEC_CONST_AVCODEC // USE_FFMPEG is implied
const
#endif
AVCodec *codec_;
AVCodecContext *codecCtx_;
SwrContext *swrCtx_;
bool codecOpen_;
};
void AudioClose(SimpleAudio **ctx);
void AudioClose(AudioDecoder **ctx);
const char *GetCodecName(int codec); // audioType
bool IsValidCodec(PSPAudioType codec);
SimpleAudio *CreateAudioDecoder(PSPAudioType audioType, int sampleRateHz = 44100, int channels = 2);
class AuCtx {
public:
AuCtx();
~AuCtx();
u32 AuDecode(u32 pcmAddr);
u32 AuNotifyAddStreamData(int size);
int AuCheckStreamDataNeeded();
int AuStreamBytesNeeded();
int AuStreamWorkareaSize();
u32 AuResetPlayPosition();
u32 AuResetPlayPositionByFrame(int position);
u32 AuSetLoopNum(int loop);
u32 AuGetLoopNum();
u32 AuGetInfoToAddStreamData(u32 bufPtr, u32 sizePtr, u32 srcPosPtr);
void SetReadPos(int pos) { readPos = pos; }
int ReadPos() { return readPos; }
void DoState(PointerWrap &p);
void EatSourceBuff(int amount) {
if (amount > (int)sourcebuff.size()) {
amount = (int)sourcebuff.size();
}
if (amount > 0)
sourcebuff.erase(sourcebuff.begin(), sourcebuff.begin() + amount);
AuBufAvailable -= amount;
}
// Au source information. Written to from for example sceAacInit so public for now.
u64 startPos = 0;
u64 endPos = 0;
u32 AuBuf = 0;
u32 AuBufSize = 0;
u32 PCMBuf = 0;
u32 PCMBufSize = 0;
int freq = -1; // used by AAC only?
int BitRate = 0;
int SamplingRate = -1;
int Channels = 0;
int Version = -1;
// State variables. These should be relatively easy to move into private.
u32 SumDecodedSamples = 0;
int LoopNum = -1;
u32 MaxOutputSample = 0;
int FrameNum = 0;
// Au decoder
AudioDecoder *decoder = nullptr;
private:
size_t FindNextMp3Sync();
std::vector<u8> sourcebuff; // source buffer
// buffers informations
int AuBufAvailable = 0; // the available buffer of AuBuf to be able to recharge data
int readPos = 0; // read position in audio source file
int askedReadSize = 0; // the size of data requied to be read from file by the game
int nextOutputHalf = 0;
};