ppsspp/Core/HW/SimpleAudioDec.cpp
Unknown W. Brackets 5c470a1923 Remove bgm and sfx volume settings.
They don't actually work in all games, and this only confuses users.

Also, the default 7 lowers the volume of audio detected as bgm or sfx, but
not other volume.  This means that some audio may have played too loud in
some games by default, which will be fixed by this change.
2014-08-17 14:16:59 -07:00

489 lines
12 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/.
#include <algorithm>
#include "Core/Config.h"
#include "Core/HLE/FunctionWrappers.h"
#include "Core/HW/SimpleAudioDec.h"
#include "Core/HW/MediaEngine.h"
#include "Core/HW/BufferQueue.h"
#ifdef USE_FFMPEG
extern "C" {
#include <libavformat/avformat.h>
#include <libswresample/swresample.h>
#include <libavutil/samplefmt.h>
}
#endif // USE_FFMPEG
bool SimpleAudio::GetAudioCodecID(int audioType) {
#ifdef USE_FFMPEG
switch (audioType) {
case PSP_CODEC_AAC:
audioCodecId = AV_CODEC_ID_AAC;
break;
case PSP_CODEC_AT3:
audioCodecId = AV_CODEC_ID_ATRAC3;
break;
case PSP_CODEC_AT3PLUS:
audioCodecId = AV_CODEC_ID_ATRAC3P;
break;
case PSP_CODEC_MP3:
audioCodecId = AV_CODEC_ID_MP3;
break;
default:
audioType = 0;
break;
}
if (audioType != 0) {
return true;
}
return false;
#else
return false;
#endif // USE_FFMPEG
}
SimpleAudio::SimpleAudio(int audioType, int sample_rate, int channels)
: ctxPtr(0xFFFFFFFF), audioType(audioType), sample_rate_(sample_rate), channels_(channels), outSamples(0), srcPos(0), wanted_resample_freq(44100), codec_(0), codecCtx_(0), swrCtx_(0), extradata_(0) {
Init();
}
void SimpleAudio::Init() {
#ifdef USE_FFMPEG
avcodec_register_all();
av_register_all();
InitFFmpeg();
frame_ = av_frame_alloc();
// Get Audio Codec ctx
if (!GetAudioCodecID(audioType)){
ERROR_LOG(ME, "This version of FFMPEG does not support Audio codec type: %08x. Update your submodule.", audioType);
return;
}
// Find decoder
codec_ = avcodec_find_decoder((AVCodecID)audioCodecId);
if (!codec_) {
// Eh, we shouldn't even have managed to compile. But meh.
ERROR_LOG(ME, "This version of FFMPEG does not support AV_CODEC_ctx for audio (%s). Update your submodule.", GetCodecName(audioType));
return;
}
// Allocate codec context
codecCtx_ = avcodec_alloc_context3(codec_);
if (!codecCtx_) {
ERROR_LOG(ME, "Failed to allocate a codec context");
return;
}
codecCtx_->channels = channels_;
codecCtx_->channel_layout = channels_ == 2 ? AV_CH_LAYOUT_STEREO : AV_CH_LAYOUT_MONO;
codecCtx_->sample_rate = sample_rate_;
OpenCodec();
#endif // USE_FFMPEG
}
bool SimpleAudio::OpenCodec() {
#ifdef USE_FFMPEG
AVDictionary *opts = 0;
int retval = avcodec_open2(codecCtx_, codec_, &opts);
if (retval < 0) {
ERROR_LOG(ME, "Failed to open codec: retval = %i", retval);
}
av_dict_free(&opts);
#endif // USE_FFMPEG
return retval >= 0;
}
bool SimpleAudio::ResetCodecCtx(int channels, int samplerate){
#ifdef USE_FFMPEG
if (codecCtx_)
avcodec_close(codecCtx_);
// Find decoder
codec_ = avcodec_find_decoder((AVCodecID)audioCodecId);
if (!codec_) {
// Eh, we shouldn't even have managed to compile. But meh.
ERROR_LOG(ME, "This version of FFMPEG does not support AV_CODEC_ctx for audio (%s). Update your submodule.", GetCodecName(audioType));
return false;
}
codecCtx_->channels = channels;
codecCtx_->channel_layout = channels==2?AV_CH_LAYOUT_STEREO:AV_CH_LAYOUT_MONO;
codecCtx_->sample_rate = samplerate;
OpenCodec();
return true;
#endif
return false;
}
void SimpleAudio::SetExtraData(u8 *data, int size, int wav_bytes_per_packet) {
delete [] extradata_;
extradata_ = 0;
if (data != 0) {
extradata_ = new u8[size];
memcpy(extradata_, data, size);
}
#ifdef USE_FFMPEG
if (codecCtx_) {
codecCtx_->extradata = extradata_;
codecCtx_->extradata_size = size;
codecCtx_->block_align = wav_bytes_per_packet;
OpenCodec();
}
#endif
}
SimpleAudio::~SimpleAudio() {
#ifdef USE_FFMPEG
if (swrCtx_)
swr_free(&swrCtx_);
if (frame_)
av_frame_free(&frame_);
if (codecCtx_)
avcodec_close(codecCtx_);
frame_ = 0;
codecCtx_ = 0;
codec_ = 0;
#endif // USE_FFMPEG
delete [] extradata_;
extradata_ = 0;
}
bool SimpleAudio::IsOK() const {
#ifdef USE_FFMPEG
return codec_ != 0;
#else
return 0;
#endif
}
void SaveAudio(const char filename[], uint8_t *outbuf, int size){
FILE * pf;
pf = fopen(filename, "ab+");
fwrite(outbuf, size, 1, pf);
fclose(pf);
}
bool SimpleAudio::Decode(void* inbuf, int inbytes, uint8_t *outbuf, int *outbytes) {
#ifdef USE_FFMPEG
AVPacket packet;
av_init_packet(&packet);
packet.data = static_cast<uint8_t *>(inbuf);
packet.size = inbytes;
int got_frame = 0;
av_frame_unref(frame_);
*outbytes = 0;
srcPos = 0;
int len = avcodec_decode_audio4(codecCtx_, frame_, &got_frame, &packet);
if (len < 0) {
ERROR_LOG(ME, "Error decoding Audio frame (%i bytes): %i (%08x)", inbytes, len, len);
// TODO: cleanup
return false;
}
av_free_packet(&packet);
// get bytes consumed in source
srcPos = len;
if (got_frame) {
// Initializing the sample rate convert. We will use it to convert float output into int.
int64_t wanted_channel_layout = AV_CH_LAYOUT_STEREO; // we want stereo output layout
int64_t dec_channel_layout = frame_->channel_layout; // decoded channel layout
if (!swrCtx_) {
swrCtx_ = swr_alloc_set_opts(
swrCtx_,
wanted_channel_layout,
AV_SAMPLE_FMT_S16,
wanted_resample_freq,
dec_channel_layout,
codecCtx_->sample_fmt,
codecCtx_->sample_rate,
0,
NULL);
if (!swrCtx_ || swr_init(swrCtx_) < 0) {
ERROR_LOG(ME, "swr_init: Failed to initialize the resampling context");
avcodec_close(codecCtx_);
codec_ = 0;
return false;
}
}
// convert audio to AV_SAMPLE_FMT_S16
int swrRet = swr_convert(swrCtx_, &outbuf, frame_->nb_samples, (const u8 **)frame_->extended_data, frame_->nb_samples);
if (swrRet < 0) {
ERROR_LOG(ME, "swr_convert: Error while converting: %d", swrRet);
return false;
}
// output samples per frame, we should *2 since we have two channels
outSamples = swrRet * 2;
// each sample occupies 2 bytes
*outbytes = outSamples * 2;
// Save outbuf into pcm audio, you can uncomment this line to save and check the decoded audio into pcm file.
// SaveAudio("dump.pcm", outbuf, *outbytes);
}
return true;
#else
// Zero bytes output. No need to memset.
*outbytes = 0;
return true;
#endif // USE_FFMPEG
}
int SimpleAudio::GetOutSamples(){
return outSamples;
}
int SimpleAudio::GetSourcePos(){
return srcPos;
}
void AudioClose(SimpleAudio **ctx) {
#ifdef USE_FFMPEG
delete *ctx;
*ctx = 0;
#endif // USE_FFMPEG
}
static const char *const codecNames[4] = {
"AT3+", "AT3", "MP3", "AAC",
};
const char *GetCodecName(int codec) {
if (codec >= PSP_CODEC_AT3PLUS && codec <= PSP_CODEC_AAC) {
return codecNames[codec - PSP_CODEC_AT3PLUS];
} else {
return "(unk)";
}
};
bool IsValidCodec(int codec){
if (codec >= PSP_CODEC_AT3PLUS && codec <= PSP_CODEC_AAC) {
return true;
}
return false;
}
// sceAu module starts from here
AuCtx::AuCtx() {
decoder = NULL;
startPos = 0;
endPos = 0;
LoopNum = -1;
AuBuf = 0;
AuBufSize = 2048;
PCMBuf = 0;
PCMBufSize = 2048;
AuBufAvailable = 0;
SamplingRate = 44100;
freq = SamplingRate;
BitRate = 0;
Channels = 2;
Version = 0;
SumDecodedSamples = 0;
MaxOutputSample = 0;
askedReadSize = 0;
realReadSize = 0;
audioType = 0;
FrameNum = 0;
};
AuCtx::~AuCtx(){
if (decoder){
AudioClose(&decoder);
decoder = NULL;
}
};
// return output pcm size, <0 error
u32 AuCtx::AuDecode(u32 pcmAddr)
{
if (!Memory::IsValidAddress(pcmAddr)){
ERROR_LOG(ME, "%s: output bufferAddress %08x is invalctx", __FUNCTION__, pcmAddr);
return -1;
}
auto outbuf = Memory::GetPointer(PCMBuf);
memset(outbuf, 0, PCMBufSize); // important! empty outbuf to avoid noise
u32 outpcmbufsize = 0;
int repeat = 1;
if (g_Config.bSoundSpeedHack){
repeat = 2;
}
int i = 0;
// decode frames in sourcebuff and output into PCMBuf (each time, we decode one or two frames)
// some games as Miku like one frame each time, some games like DOA like two frames each time
while (sourcebuff.size() > 0 && outpcmbufsize < PCMBufSize && i < repeat){
i++;
int pcmframesize;
// decode
decoder->Decode((void*)sourcebuff.c_str(), (int)sourcebuff.size(), outbuf, &pcmframesize);
if (pcmframesize == 0){
// no output pcm, we are at the end of the stream
AuBufAvailable = 0;
sourcebuff.clear();
if (LoopNum != 0){
// if we loop, reset readPos
readPos = startPos;
}
break;
}
// count total output pcm size
outpcmbufsize += pcmframesize;
// count total output samples
SumDecodedSamples += decoder->GetOutSamples();
// get consumed source length
int srcPos = decoder->GetSourcePos();
// remove the consumed source
sourcebuff.erase(0, srcPos);
// reduce the available Aubuff size
// (the available buff size is now used to know if we can read again from file and how many to read)
AuBufAvailable -= srcPos;
// move outbuff position to the current end of output
outbuf += pcmframesize;
// increase FrameNum count
FrameNum++;
}
Memory::Write_U32(PCMBuf, pcmAddr);
return outpcmbufsize;
}
u32 AuCtx::AuGetLoopNum()
{
return LoopNum;
}
u32 AuCtx::AuSetLoopNum(int loop)
{
LoopNum = loop;
return 0;
}
// return 1 to read more data stream, 0 don't read
int AuCtx::AuCheckStreamDataNeeded()
{
// if we have no available Au buffer, and the current read position in source file is not the end of stream, then we can read
if (AuBufAvailable < (int)AuBufSize && readPos < (int)endPos){
return 1;
}
return 0;
}
// check how many bytes we have read from source file
u32 AuCtx::AuNotifyAddStreamData(int size)
{
realReadSize = size;
int diffsize = realReadSize - askedReadSize;
// Notify the real read size
if (diffsize != 0){
readPos += diffsize;
AuBufAvailable += diffsize;
}
// append AuBuf into sourcebuff
sourcebuff.append((const char*)Memory::GetPointer(AuBuf), size);
if (readPos >= (int)endPos && LoopNum != 0){
// if we need loop, reset readPos
readPos = startPos;
// reset LoopNum
if (LoopNum > 0){
LoopNum--;
}
}
return 0;
}
// read from stream position srcPos of size bytes into buff
// buff, size and srcPos are all pointers
u32 AuCtx::AuGetInfoToAddStreamData(u32 buff, u32 size, u32 srcPos)
{
// you can not read beyond file size and the buffer size
int readsize = std::min((int)AuBufSize - AuBufAvailable, (int)endPos - readPos);
// we can recharge AuBuf from its beginning
if (Memory::IsValidAddress(buff))
Memory::Write_U32(AuBuf, buff);
if (Memory::IsValidAddress(size))
Memory::Write_U32(readsize, size);
if (Memory::IsValidAddress(srcPos))
Memory::Write_U32(readPos, srcPos);
// preset the readPos and available size, they will be notified later in NotifyAddStreamData.
askedReadSize = readsize;
readPos += askedReadSize;
AuBufAvailable += askedReadSize;
return 0;
}
u32 AuCtx::AuResetPlayPositionByFrame(int position) {
readPos = position;
return 0;
}
u32 AuCtx::AuResetPlayPosition() {
readPos = startPos;
return 0;
}
void AuCtx::DoState(PointerWrap &p) {
auto s = p.Section("AuContext", 0, 1);
if (!s)
return;
p.Do(startPos);
p.Do(endPos);
p.Do(AuBuf);
p.Do(AuBufSize);
p.Do(PCMBuf);
p.Do(PCMBufSize);
p.Do(freq);
p.Do(SumDecodedSamples);
p.Do(LoopNum);
p.Do(Channels);
p.Do(MaxOutputSample);
p.Do(readPos);
p.Do(audioType);
p.Do(BitRate);
p.Do(SamplingRate);
p.Do(askedReadSize);
p.Do(realReadSize);
p.Do(FrameNum);
if (p.mode == p.MODE_READ) {
decoder = new SimpleAudio(audioType);
AuBufAvailable = 0; // reset to read from file at position readPos
}
}