mirror of
https://github.com/hrydgard/ppsspp.git
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170 lines
4.5 KiB
C++
170 lines
4.5 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <cmath>
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#include "Core/HW/MediaEngine.h"
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#include "Core/HLE/sceAudio.h"
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struct AVFrame;
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struct AVCodec;
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struct AVCodecContext;
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struct SwrContext;
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// Wraps FFMPEG for audio decoding in a nice interface.
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// Decodes packet by packet - does NOT demux.
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// Based on http://ffmpeg.org/doxygen/trunk/doc_2examples_2decoding_encoding_8c-example.html#_a13
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// audioType
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enum {
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PSP_CODEC_AT3PLUS = 0x00001000,
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PSP_CODEC_AT3 = 0x00001001,
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PSP_CODEC_MP3 = 0x00001002,
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PSP_CODEC_AAC = 0x00001003,
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};
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class SimpleAudio {
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public:
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SimpleAudio(int audioType, int sample_rate = 44100, int channels = 2);
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~SimpleAudio();
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bool Decode(void* inbuf, int inbytes, uint8_t *outbuf, int *outbytes);
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bool IsOK() const;
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int GetOutSamples();
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int GetSourcePos();
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int GetAudioCodecID(int audioType); // Get audioCodecId from audioType
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// Not save stated, only used by UI. Used for ATRAC3 (non+) files.
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void SetExtraData(u8 *data, int size, int wav_bytes_per_packet);
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void SetChannels(int channels);
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// These two are only here because of save states.
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int GetAudioType() const { return audioType; }
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void SetResampleFrequency(int freq) { wanted_resample_freq = freq; }
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// Just metadata.
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void SetCtxPtr(u32 ptr) { ctxPtr = ptr; }
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u32 GetCtxPtr() const { return ctxPtr; }
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private:
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void Init();
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bool OpenCodec(int block_align);
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u32 ctxPtr;
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int audioType;
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int sample_rate_;
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int channels_;
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int outSamples; // output samples per frame
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int srcPos; // bytes consumed in source during the last decoding
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int wanted_resample_freq; // wanted resampling rate/frequency
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AVFrame *frame_;
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AVCodec *codec_;
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AVCodecContext *codecCtx_;
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SwrContext *swrCtx_;
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bool codecOpen_;
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};
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void AudioClose(SimpleAudio **ctx);
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const char *GetCodecName(int codec); // audioType
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bool IsValidCodec(int codec);
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class AuCtx {
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public:
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AuCtx();
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~AuCtx();
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u32 AuDecode(u32 pcmAddr);
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u32 AuNotifyAddStreamData(int size);
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int AuCheckStreamDataNeeded();
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int AuStreamBytesNeeded();
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int AuStreamWorkareaSize();
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u32 AuResetPlayPosition();
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u32 AuResetPlayPositionByFrame(int position);
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u32 AuSetLoopNum(int loop);
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u32 AuGetLoopNum();
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u32 AuGetInfoToAddStreamData(u32 bufPtr, u32 sizePtr, u32 srcPosPtr);
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u32 AuGetMaxOutputSample() const { return MaxOutputSample; }
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u32 AuGetSumDecodedSample() const { return SumDecodedSamples; }
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int AuGetChannelNum() const { return Channels; }
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int AuGetBitRate() const { return BitRate; }
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int AuGetSamplingRate() const { return SamplingRate; }
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int AuGetVersion() const { return Version; }
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int AuGetFrameNum() const { return FrameNum; }
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void SetReadPos(int pos) { readPos = pos; }
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int ReadPos() { return readPos; }
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void DoState(PointerWrap &p);
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void EatSourceBuff(int amount) {
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if (amount > (int)sourcebuff.size()) {
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amount = (int)sourcebuff.size();
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}
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if (amount > 0)
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sourcebuff.erase(sourcebuff.begin(), sourcebuff.begin() + amount);
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AuBufAvailable -= amount;
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}
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// Au source information. Written to from for example sceAacInit so public for now.
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u64 startPos = 0;
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u64 endPos = 0;
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u32 AuBuf = 0;
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u32 AuBufSize = 0;
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u32 PCMBuf = 0;
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u32 PCMBufSize = 0;
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int freq = -1;
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int BitRate = 0;
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int SamplingRate = -1;
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int Channels = 0;
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int Version = -1;
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// State variables. These should be relatively easy to move into private.
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u32 SumDecodedSamples = 0;
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int LoopNum = -1;
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u32 MaxOutputSample = 0;
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int FrameNum = 0;
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// Au decoder
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SimpleAudio *decoder = nullptr;
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// Au type
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int audioType = 0;
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private:
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size_t FindNextMp3Sync();
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std::vector<u8> sourcebuff; // source buffer
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// buffers informations
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int AuBufAvailable = 0; // the available buffer of AuBuf to be able to recharge data
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int readPos; // read position in audio source file
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int askedReadSize = 0; // the size of data requied to be read from file by the game
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};
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