mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-14 00:49:49 +00:00
e25bc6908a
using a std::string to save the source buffer, and changing the loading strategy so as we will not get any incomplete frame.
192 lines
4.6 KiB
C++
192 lines
4.6 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 "base/basictypes.h"
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#include "Core/HW/MediaEngine.h"
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#include "Core/HLE/sceAudio.h"
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#ifdef USE_FFMPEG
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extern "C" {
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#include <libavformat/avformat.h>
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#include <libswresample/swresample.h>
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#include <libavutil/samplefmt.h>
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}
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#endif // USE_FFMPEG
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// Wraps FFMPEG in a nice interface that's drop-in compatible with
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// the old one. Decodes packet by packet - does NOT demux. That's done by
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// MpegDemux. Only decodes Atrac3+, not regular Atrac3.
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// Based on http://ffmpeg.org/doxygen/trunk/doc_2examples_2decoding_encoding_8c-example.html#_a13
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// Ideally, Maxim's Atrac3+ decoder would be available as a standalone library
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// that we could link, as that would be totally sufficient for the use case here.
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// However, it will be maintained as a part of FFMPEG so that's the way we'll go
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// for simplicity and sanity.
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struct SimpleAudio {
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public:
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SimpleAudio(int);
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SimpleAudio(u32, int);
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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 { return codec_ != 0; }
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int getOutSamples();
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int getSourcePos();
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bool ResetCodecCtx(int channels, int samplerate);
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void setResampleFrequency(int freq);
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u32 ctxPtr;
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int audioType;
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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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private:
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#ifdef USE_FFMPEG
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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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AVCodecID audioCodecId; // AV_CODEC_ID_XXX
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bool GetAudioCodecID(int audioType); // Get audioCodecId from audioType
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#endif // USE_FFMPEG
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};
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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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static const char *const codecNames[4] = {
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"AT3+", "AT3", "MP3", "AAC",
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};
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void AudioClose(SimpleAudio **ctx);
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static const char *GetCodecName(int codec) {
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if (codec >= PSP_CODEC_AT3PLUS && codec <= PSP_CODEC_AAC) {
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return codecNames[codec - PSP_CODEC_AT3PLUS];
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}
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else {
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return "(unk)";
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}
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};
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bool isValidCodec(int codec);
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class AuCtx{
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public:
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// Au source informations
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u64 startPos;
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u64 endPos;
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u32 AuBuf;
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u32 AuBufSize;
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u32 PCMBuf;
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u32 PCMBufSize;
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int freq;
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int BitRate;
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int SamplingRate;
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int Channels;
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int Version;
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// audio settings
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u32 SumDecodedSamples;
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int LoopNum;
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u32 MaxOutputSample;
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// Au decoder
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SimpleAudio *decoder;
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// Au type
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int audioType;
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// buffers informations
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int AuBufAvailable; // 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; // the size of data requied to be read from file by the game
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int realReadSize; // the really read size from file
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std::string sourcebuff; // source buffer
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AuCtx() :decoder(NULL){};
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~AuCtx(){
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if (decoder){
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AudioClose(&decoder);
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decoder = NULL;
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}
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};
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u32 AuExit();
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u32 AuDecode(u32 pcmAddr);
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u32 AuGetLoopNum();
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u32 AuSetLoopNum(int loop);
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int AuCheckStreamDataNeeded();
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u32 AuNotifyAddStreamData(int size);
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u32 AuGetInfoToAddStreamData(u32 buff, u32 size, u32 srcPos);
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u32 AuGetMaxOutputSample();
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u32 AuGetSumDecodedSample();
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u32 AuResetPlayPosition();
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int AuGetChannelNum();
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int AuGetBitRate();
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int AuGetSamplingRate();
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u32 AuResetPlayPositionByFrame(int position);
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int AuGetVersion();
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void DoState(PointerWrap &p) {
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auto s = p.Section("AuContext", 0, 1);
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if (!s)
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return;
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p.Do(startPos);
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p.Do(endPos);
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p.Do(AuBuf);
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p.Do(AuBufSize);
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p.Do(PCMBuf);
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p.Do(PCMBufSize);
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p.Do(freq);
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p.Do(SumDecodedSamples);
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p.Do(LoopNum);
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p.Do(Channels);
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p.Do(MaxOutputSample);
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p.Do(readPos);
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p.Do(audioType);
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p.Do(BitRate);
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p.Do(SamplingRate);
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p.Do(askedReadSize);
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p.Do(realReadSize);
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if (p.mode == p.MODE_READ){
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decoder = new SimpleAudio(audioType);
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AuBufAvailable = 0; // reset to read from file at position readPos
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}
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};
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};
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