ppsspp/UI/BackgroundAudio.cpp
Henrik Rydgård 349b73acec
Move the resampler usage to a common file, AudioCommon. (#17176)
* Move the resampler usage to a common file, AudioCommon.

Ports that don't want to use the resampler can now simply exclude that
file and provide their own implementation. Next up, libretro will be
converted to do it that way.

* Android.mk typo

* libretro makefile fix

* libretro buildfix

* libretro: try a different approach for the temporary solution

* duh

* double duh
2023-03-24 17:19:57 +01:00

434 lines
11 KiB
C++

#include <string>
#include <mutex>
#include "Common/File/VFS/VFS.h"
#include "Common/UI/Root.h"
#include "Common/CommonTypes.h"
#include "Common/Data/Format/RIFF.h"
#include "Common/Log.h"
#include "Common/System/System.h"
#include "Common/Serialize/SerializeFuncs.h"
#include "Common/TimeUtil.h"
#include "Common/Data/Collections/FixedSizeQueue.h"
#include "Core/HW/SimpleAudioDec.h"
#include "Core/HLE/__sceAudio.h"
#include "Core/System.h"
#include "GameInfoCache.h"
#include "Core/Config.h"
#include "UI/BackgroundAudio.h"
struct WavData {
int num_channels = -1;
int sample_rate = -1;
int numFrames = -1;
int samplesPerSec = -1;
int avgBytesPerSec = -1;
int raw_offset_loop_start = 0;
int raw_offset_loop_end = 0;
int loop_start_offset = 0;
int loop_end_offset = 0;
int codec = 0;
int raw_bytes_per_frame = 0;
uint8_t *raw_data = nullptr;
int raw_data_size = 0;
u8 at3_extradata[16];
void Read(RIFFReader &riff);
~WavData() {
free(raw_data);
raw_data = nullptr;
}
};
void WavData::Read(RIFFReader &file_) {
// If we have no loop start info, we'll just loop the entire audio.
raw_offset_loop_start = 0;
raw_offset_loop_end = 0;
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:
codec = PSP_CODEC_AT3;
break;
case 1:
// Raw wave data, no codec
codec = 0;
break;
default:
ERROR_LOG(SCEAUDIO, "Unexpected wave format %04x", format);
return;
}
num_channels = temp >> 16;
samplesPerSec = file_.ReadInt();
/*avgBytesPerSec =*/ file_.ReadInt();
temp = file_.ReadInt();
raw_bytes_per_frame = temp & 0xFFFF;
if (codec == PSP_CODEC_AT3) {
// The first two bytes are actually not a useful part of the extradata.
// We already read 16 bytes, so make sure there's enough left.
if (file_.GetCurrentChunkSize() >= 32) {
file_.ReadData(at3_extradata, 16);
} else {
memset(at3_extradata, 0, sizeof(at3_extradata));
}
}
file_.Ascend();
// INFO_LOG(AUDIO, "got fmt data: %i", samplesPerSec);
} else {
ERROR_LOG(AUDIO, "Error - no format chunk in wav");
file_.Ascend();
return;
}
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();
}
// enter the data chunk
if (file_.Descend('data')) {
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) {
file_.ReadData(raw_data, numBytes);
} else {
ERROR_LOG(AUDIO, "Error - bad blockalign or channels");
free(raw_data);
raw_data = nullptr;
return;
}
file_.Ascend();
} else {
ERROR_LOG(AUDIO, "Error - no data chunk in wav");
file_.Ascend();
return;
}
file_.Ascend();
} else {
ERROR_LOG(AUDIO, "Could not descend into RIFF file.");
return;
}
sample_rate = samplesPerSec;
}
// 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:
explicit 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];
skip_next_samples_ = 0;
wave_.Read(file_);
decoder_ = new SimpleAudio(wave_.codec, wave_.sample_rate, wave_.num_channels);
if (wave_.codec == PSP_CODEC_AT3) {
decoder_->SetExtraData(&wave_.at3_extradata[2], 14, wave_.raw_bytes_per_frame);
}
INFO_LOG(AUDIO, "read ATRAC, frames: %d, rate %d", wave_.numFrames, wave_.sample_rate);
}
~AT3PlusReader() {
delete[] buffer_;
buffer_ = nullptr;
delete decoder_;
decoder_ = nullptr;
}
bool IsOK() { return wave_.raw_data != nullptr; }
bool Read(int *buffer, int len) {
if (!wave_.raw_data)
return false;
while (bgQueue.size() < (size_t)(len * 2)) {
int outBytes = 0;
decoder_->Decode(wave_.raw_data + raw_offset_, wave_.raw_bytes_per_frame, (uint8_t *)buffer_, &outBytes);
if (!outBytes)
return false;
if (wave_.raw_offset_loop_end != 0 && raw_offset_ == wave_.raw_offset_loop_end) {
// Only take the remaining bytes, but convert to stereo s16.
outBytes = std::min(outBytes, wave_.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 (wave_.raw_offset_loop_end != 0 && raw_offset_ == wave_.raw_offset_loop_end) {
// Time to loop. Account for the addition below.
raw_offset_ = wave_.raw_offset_loop_start - wave_.raw_bytes_per_frame;
// This time we're counting each stereo sample.
skip_next_samples_ = wave_.loop_start_offset * 2;
}
// Handle loops when there's no loop info.
raw_offset_ += wave_.raw_bytes_per_frame;
if (raw_offset_ >= wave_.raw_data_size) {
raw_offset_ = 0;
}
}
for (int i = 0; i < len * 2; i++) {
buffer[i] = bgQueue.pop_front();
}
return true;
}
private:
RIFFReader file_;
WavData wave_;
int raw_offset_ = 0;
int skip_next_samples_ = 0;
FixedSizeQueue<s16, 128 * 1024> bgQueue;
short *buffer_ = nullptr;
SimpleAudio *decoder_ = nullptr;
};
BackgroundAudio g_BackgroundAudio;
BackgroundAudio::BackgroundAudio() {
buffer = new int[BUFSIZE]();
sndLoadPending_.store(false);
}
BackgroundAudio::~BackgroundAudio() {
delete[] buffer;
}
BackgroundAudio::Sample *BackgroundAudio::LoadSample(const std::string &path) {
size_t bytes;
uint8_t *data = g_VFS.ReadFile(path.c_str(), &bytes);
if (!data) {
return nullptr;
}
RIFFReader reader(data, (int)bytes);
WavData wave;
wave.Read(reader);
delete [] data;
if (wave.num_channels != 2 || wave.sample_rate != 44100 || wave.raw_bytes_per_frame != 4) {
ERROR_LOG(AUDIO, "Wave format not supported for mixer playback. Must be 16-bit raw stereo. '%s'", path.c_str());
return nullptr;
}
int16_t *samples = new int16_t[2 * wave.numFrames];
memcpy(samples, wave.raw_data, wave.numFrames * wave.raw_bytes_per_frame);
return new BackgroundAudio::Sample(samples, wave.numFrames);
}
void BackgroundAudio::LoadSamples() {
samples_.resize((size_t)UI::UISound::COUNT);
samples_[(size_t)UI::UISound::BACK] = std::unique_ptr<Sample>(LoadSample("sfx_back.wav"));
samples_[(size_t)UI::UISound::SELECT] = std::unique_ptr<Sample>(LoadSample("sfx_select.wav"));
samples_[(size_t)UI::UISound::CONFIRM] = std::unique_ptr<Sample>(LoadSample("sfx_confirm.wav"));
samples_[(size_t)UI::UISound::TOGGLE_ON] = std::unique_ptr<Sample>(LoadSample("sfx_toggle_on.wav"));
samples_[(size_t)UI::UISound::TOGGLE_OFF] = std::unique_ptr<Sample>(LoadSample("sfx_toggle_off.wav"));
UI::SetSoundCallback([](UI::UISound sound) {
g_BackgroundAudio.PlaySFX(sound);
});
}
void BackgroundAudio::PlaySFX(UI::UISound sfx) {
std::lock_guard<std::mutex> lock(mutex_);
plays_.push_back(PlayInstance{ sfx, 0, 64, false });
}
void BackgroundAudio::Clear(bool hard) {
if (!hard) {
fadingOut_ = true;
volume_ = 1.0f;
return;
}
if (at3Reader_) {
delete at3Reader_;
at3Reader_ = nullptr;
}
playbackOffset_ = 0;
sndLoadPending_ = false;
}
void BackgroundAudio::SetGame(const Path &path) {
if (path == bgGamePath_) {
// Do nothing
return;
}
std::lock_guard<std::mutex> lock(mutex_);
if (path.empty()) {
Clear(false);
sndLoadPending_ = false;
fadingOut_ = true;
} else {
Clear(true);
gameLastChanged_ = time_now_d();
sndLoadPending_ = true;
fadingOut_ = false;
}
volume_ = 1.0f;
bgGamePath_ = path;
}
bool BackgroundAudio::Play() {
if (GetUIState() == UISTATE_INGAME) {
return false;
}
std::lock_guard<std::mutex> lock(mutex_);
// Immediately stop the sound if it is turned off while playing.
if (!g_Config.bEnableSound) {
Clear(true);
System_AudioClear();
return true;
}
double now = time_now_d();
int sz = 44100 / 60;
if (lastPlaybackTime_ > 0.0 && lastPlaybackTime_ <= now) {
sz = (int)((now - lastPlaybackTime_) * 44100);
}
sz = std::min(BUFSIZE / 2, sz);
if (at3Reader_) {
if (at3Reader_->Read(buffer, sz)) {
if (fadingOut_) {
for (int i = 0; i < sz*2; i += 2) {
buffer[i] *= volume_;
buffer[i + 1] *= volume_;
volume_ += delta_;
}
}
}
} else {
for (int i = 0; i < sz * 2; i += 2) {
buffer[i] = 0;
buffer[i + 1] = 0;
}
}
// Mix in menu sound effects. Terribly slow mixer but meh.
if (!plays_.empty()) {
for (int i = 0; i < sz * 2; i += 2) {
std::vector<PlayInstance>::iterator iter = plays_.begin();
while (iter != plays_.end()) {
PlayInstance inst = *iter;
auto sample = samples_[(int)inst.sound].get();
if (!sample || iter->offset >= sample->length_) {
iter->done = true;
iter = plays_.erase(iter);
} else {
if (!iter->done) {
buffer[i] += sample->data_[inst.offset * 2] * inst.volume >> 8;
buffer[i + 1] += sample->data_[inst.offset * 2 + 1] * inst.volume >> 8;
}
iter->offset++;
iter++;
}
}
}
}
System_AudioPushSamples(buffer, sz);
if (at3Reader_ && fadingOut_ && volume_ <= 0.0f) {
Clear(true);
fadingOut_ = false;
gameLastChanged_ = 0;
}
lastPlaybackTime_ = now;
return true;
}
void BackgroundAudio::Update() {
// 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 (sndLoadPending_ && (time_now_d() - gameLastChanged_ > 0.5)) {
std::lock_guard<std::mutex> lock(mutex_);
// Already loaded somehow? Or no game info cache?
if (at3Reader_ || !g_gameInfoCache)
return;
// Grab some audio from the current game and play it.
std::shared_ptr<GameInfo> gameInfo = g_gameInfoCache->GetInfo(nullptr, bgGamePath_, GAMEINFO_WANTSND);
if (!gameInfo || gameInfo->pending) {
// Should try again shortly..
return;
}
const std::string &data = gameInfo->sndFileData;
if (!data.empty()) {
at3Reader_ = new AT3PlusReader(data);
lastPlaybackTime_ = 0.0;
}
sndLoadPending_ = false;
}
}