mirror of
https://github.com/hrydgard/ppsspp.git
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a7691737b5
Tests on games are just ok.
443 lines
11 KiB
C++
443 lines
11 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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#include "Core/HLE/FunctionWrappers.h"
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#include "Core/HW/SimpleAudioDec.h"
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#include "Core/HW/MediaEngine.h"
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#include "Core/HW/BufferQueue.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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bool SimpleAudio::GetAudioCodecID(int audioType){
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#ifdef USE_FFMPEG
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switch (audioType)
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{
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case PSP_CODEC_AAC:
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audioCodecId = AV_CODEC_ID_AAC;
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break;
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case PSP_CODEC_AT3:
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audioCodecId = AV_CODEC_ID_ATRAC3;
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break;
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case PSP_CODEC_AT3PLUS:
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audioCodecId = AV_CODEC_ID_ATRAC3P;
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break;
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case PSP_CODEC_MP3:
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audioCodecId = AV_CODEC_ID_MP3;
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break;
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default:
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audioType = 0;
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break;
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}
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if (audioType != 0){
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return true;
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}
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return false;
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#else
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return false;
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#endif // USE_FFMPEG
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}
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SimpleAudio::SimpleAudio(int audioType)
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: codec_(0), codecCtx_(0), swrCtx_(0), audioType(audioType), outSamples(0), wanted_resample_freq(44100){
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#ifdef USE_FFMPEG
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avcodec_register_all();
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av_register_all();
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InitFFmpeg();
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frame_ = av_frame_alloc();
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// Get Audio Codec ID
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if (!GetAudioCodecID(audioType)){
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ERROR_LOG(ME, "This version of FFMPEG does not support Audio codec type: %08x. Update your submodule.", audioType);
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return;
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}
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// Find decoder
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codec_ = avcodec_find_decoder(audioCodecId);
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if (!codec_) {
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// Eh, we shouldn't even have managed to compile. But meh.
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ERROR_LOG(ME, "This version of FFMPEG does not support AV_CODEC_ID for audio (%s). Update your submodule.", GetCodecName(audioType));
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return;
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}
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// Allocate codec context
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codecCtx_ = avcodec_alloc_context3(codec_);
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if (!codecCtx_) {
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ERROR_LOG(ME, "Failed to allocate a codec context");
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return;
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}
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codecCtx_->channels = 2;
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codecCtx_->channel_layout = AV_CH_LAYOUT_STEREO;
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codecCtx_->sample_rate = 44100;
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// Open codec
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AVDictionary *opts = 0;
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if (avcodec_open2(codecCtx_, codec_, &opts) < 0) {
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ERROR_LOG(ME, "Failed to open codec");
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return;
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}
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av_dict_free(&opts);
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#endif // USE_FFMPEG
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}
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SimpleAudio::SimpleAudio(u32 ctxPtr, int audioType)
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: codec_(0), codecCtx_(0), swrCtx_(0), ctxPtr(ctxPtr), audioType(audioType), outSamples(0), wanted_resample_freq(44100){
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#ifdef USE_FFMPEG
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avcodec_register_all();
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av_register_all();
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InitFFmpeg();
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frame_ = av_frame_alloc();
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// Get Audio Codec ctx
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if (!GetAudioCodecID(audioType)){
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ERROR_LOG(ME, "This version of FFMPEG does not support Audio codec type: %08x. Update your submodule.", audioType);
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return;
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}
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// Find decoder
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codec_ = avcodec_find_decoder(audioCodecId);
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if (!codec_) {
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// Eh, we shouldn't even have managed to compile. But meh.
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ERROR_LOG(ME, "This version of FFMPEG does not support AV_CODEC_ctx for audio (%s). Update your submodule.", GetCodecName(audioType));
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return;
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}
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// Allocate codec context
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codecCtx_ = avcodec_alloc_context3(codec_);
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if (!codecCtx_) {
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ERROR_LOG(ME, "Failed to allocate a codec context");
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return;
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}
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codecCtx_->channels = 2;
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codecCtx_->channel_layout = AV_CH_LAYOUT_STEREO;
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codecCtx_->sample_rate = 44100;
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// Open codec
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AVDictionary *opts = 0;
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if (avcodec_open2(codecCtx_, codec_, &opts) < 0) {
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ERROR_LOG(ME, "Failed to open codec");
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av_dict_free(&opts);
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return;
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}
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av_dict_free(&opts);
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#endif // USE_FFMPEG
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}
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bool SimpleAudio::ResetCodecCtx(int channels, int samplerate){
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#ifdef USE_FFMPEG
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if (codecCtx_)
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avcodec_close(codecCtx_);
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// Find decoder
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codec_ = avcodec_find_decoder(audioCodecId);
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if (!codec_) {
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// Eh, we shouldn't even have managed to compile. But meh.
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ERROR_LOG(ME, "This version of FFMPEG does not support AV_CODEC_ctx for audio (%s). Update your submodule.", GetCodecName(audioType));
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return false;
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}
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codecCtx_->channels = channels;
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codecCtx_->channel_layout = channels==2?AV_CH_LAYOUT_STEREO:AV_CH_LAYOUT_MONO;
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codecCtx_->sample_rate = samplerate;
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// Open codec
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AVDictionary *opts = 0;
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if (avcodec_open2(codecCtx_, codec_, &opts) < 0) {
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ERROR_LOG(ME, "Failed to open codec");
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av_dict_free(&opts);
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return false;
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}
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av_dict_free(&opts);
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return true;
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#endif
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return false;
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}
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SimpleAudio::~SimpleAudio() {
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#ifdef USE_FFMPEG
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if (frame_)
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av_frame_free(&frame_);
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if (codecCtx_)
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avcodec_close(codecCtx_);
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frame_ = 0;
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codecCtx_ = 0;
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codec_ = 0;
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#endif // USE_FFMPEG
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}
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void SaveAudio(const char filename[], uint8_t *outbuf, int size){
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FILE * pf;
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pf = fopen(filename, "ab+");
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fwrite(outbuf, size, 1, pf);
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fclose(pf);
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}
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bool SimpleAudio::Decode(void* inbuf, int inbytes, uint8_t *outbuf, int *outbytes) {
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#ifdef USE_FFMPEG
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AVPacket packet;
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av_init_packet(&packet);
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packet.data = static_cast<uint8_t *>(inbuf);
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packet.size = inbytes;
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int got_frame = 0;
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av_frame_unref(frame_);
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*outbytes = 0;
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srcPos = 0;
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int len = avcodec_decode_audio4(codecCtx_, frame_, &got_frame, &packet);
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if (len < 0) {
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ERROR_LOG(ME, "Error decoding Audio frame");
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// TODO: cleanup
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return false;
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}
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av_free_packet(&packet);
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// get bytes consumed in source
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srcPos = len;
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if (got_frame) {
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// Initializing the sample rate convert. We will use it to convert float output into int.
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int64_t wanted_channel_layout = AV_CH_LAYOUT_STEREO; // we want stereo output layout
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int64_t dec_channel_layout = frame_->channel_layout; // decoded channel layout
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swrCtx_ = swr_alloc_set_opts(
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swrCtx_,
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wanted_channel_layout,
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AV_SAMPLE_FMT_S16,
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wanted_resample_freq,
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dec_channel_layout,
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codecCtx_->sample_fmt,
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codecCtx_->sample_rate,
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0,
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NULL);
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if (!swrCtx_ || swr_init(swrCtx_) < 0) {
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ERROR_LOG(ME, "swr_init: Failed to initialize the resampling context");
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avcodec_close(codecCtx_);
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codec_ = 0;
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return false;
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}
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// convert audio to AV_SAMPLE_FMT_S16
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int swrRet = swr_convert(swrCtx_, &outbuf, frame_->nb_samples, (const u8 **)frame_->extended_data, frame_->nb_samples);
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if (swrRet < 0) {
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ERROR_LOG(ME, "swr_convert: Error while converting %d", swrRet);
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return false;
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}
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swr_free(&swrCtx_);
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// output samples per frame, we should *2 since we have two channels
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outSamples = swrRet * 2;
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// each sample occupies 2 bytes
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*outbytes = outSamples * 2;
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// We always convert to stereo.
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__AdjustBGMVolume((s16 *)outbuf, frame_->nb_samples * 2);
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// Save outbuf into pcm audio, you can uncomment this line to save and check the decoded audio into pcm file.
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// SaveAudio("dump.pcm", outbuf, *outbytes);
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}
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return true;
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#else
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// Zero bytes output. No need to memset.
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*outbytes = 0;
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return true;
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#endif // USE_FFMPEG
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}
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int SimpleAudio::getOutSamples(){
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return outSamples;
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}
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int SimpleAudio::getSourcePos(){
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return srcPos;
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}
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void SimpleAudio::setResampleFrequency(int freq){
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wanted_resample_freq = freq;
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}
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void AudioClose(SimpleAudio **ctx) {
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#ifdef USE_FFMPEG
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delete *ctx;
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*ctx = 0;
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#endif // USE_FFMPEG
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}
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bool isValidCodec(int codec){
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if (codec >= PSP_CODEC_AT3PLUS && codec <= PSP_CODEC_AAC) {
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return true;
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}
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return false;
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}
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// sceAu module starts from here
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// return output pcm size, <0 error
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u32 AuCtx::AuDecode(u32 pcmAddr)
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{
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if (!Memory::IsValidAddress(pcmAddr)){
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ERROR_LOG(ME, "%s: output bufferAddress %08x is invalctx", __FUNCTION__, pcmAddr);
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return -1;
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}
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auto inbuff = Memory::GetPointer(AuBuf);
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auto outbuf = Memory::GetPointer(PCMBuf);
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u32 outpcmbufsize = 0;
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// move inbuff to writePos of buffer
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inbuff += writePos;
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// decode frames in AuBuf and output into PCMBuf if it is not exceed
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if (AuBufAvailable > 0 && outpcmbufsize < PCMBufSize){
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int pcmframesize;
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// decode
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decoder->Decode(inbuff, AuBufAvailable, outbuf, &pcmframesize);
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if (pcmframesize == 0){
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// no output pcm, we have either no data or no enough data to decode
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// move back audio source readPos to the begin of the last incomplete frame if we not start looping and reset available AuBuf
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if (readPos > startPos) { // this means we are not begin to loop yet
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readPos -= AuBufAvailable;
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}
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AuBufAvailable = 0;
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}
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// count total output pcm size
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outpcmbufsize += pcmframesize;
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// count total output samples
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SumDecodedSamples += decoder->getOutSamples();
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// move inbuff position to next frame
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int srcPos = decoder->getSourcePos();
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inbuff += srcPos;
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// decrease available AuBuf
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AuBufAvailable -= srcPos;
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// modify the writePos value
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writePos += srcPos;
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// move outbuff position to the current end of output
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outbuf += pcmframesize;
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}
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Memory::Write_U32(PCMBuf, pcmAddr);
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// if we got zero pcm, and we still haven't reach endPos.
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// some game like "Miku" will stop playing if we return 0, but some others will recharge buffer.
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// so we did a hack here, clear output buff and just return a nonzero value to continue
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if (outpcmbufsize == 0 && readPos < endPos){
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// clear output buffer will avoid noise
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memset(outbuf, 0, PCMBufSize);
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return FF_INPUT_BUFFER_PADDING_SIZE; // return a padding size seems very good and almost unsensible latency.
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}
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return outpcmbufsize;
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}
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u32 AuCtx::AuGetLoopNum()
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{
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return LoopNum;
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}
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u32 AuCtx::AuSetLoopNum(int loop)
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{
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LoopNum = loop;
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return 0;
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}
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// return 1 to read more data stream, 0 don't read
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int AuCtx::AuCheckStreamDataNeeded()
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{
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// 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
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if (AuBufAvailable == 0 && readPos < endPos){
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return 1;
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}
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return 0;
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}
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// check how many bytes we have read from source file
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u32 AuCtx::AuNotifyAddStreamData(int size)
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{
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readPos += size;
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AuBufAvailable += size;
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writePos = 0;
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if (readPos >= endPos && LoopNum != 0){
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// if we need loop, reset readPos
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readPos = startPos;
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// reset LoopNum
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if (LoopNum > 0){
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LoopNum--;
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}
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}
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return 0;
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}
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// read from stream position srcPos of size bytes into buff
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u32 AuCtx::AuGetInfoToAddStreamData(u32 buff, u32 size, u32 srcPos)
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{
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// we can recharge AuBuf from its begining
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if (Memory::IsValidAddress(buff))
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Memory::Write_U32(AuBuf, buff);
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if (Memory::IsValidAddress(size))
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Memory::Write_U32(AuBufSize, size);
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if (Memory::IsValidAddress(srcPos))
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Memory::Write_U32(readPos, srcPos);
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return 0;
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}
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u32 AuCtx::AuGetMaxOutputSample()
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{
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return MaxOutputSample;
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}
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u32 AuCtx::AuGetSumDecodedSample()
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{
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return SumDecodedSamples;
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}
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u32 AuCtx::AuResetPlayPosition()
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{
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readPos = startPos;
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return 0;
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}
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int AuCtx::AuGetChannelNum(){
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return Channels;
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}
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int AuCtx::AuGetBitRate(){
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return BitRate;
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}
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int AuCtx::AuGetSamplingRate(){
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return SamplingRate;
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}
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u32 AuCtx::AuResetPlayPositionByFrame(int position){
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readPos = position;
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return 0;
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}
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int AuCtx::AuGetVersion(){
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return Version;
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}
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