- Reverted commit #40730, as it introduced rounding errors

- Properly fixed the FLIC player
- The sound chunk tag of DXA files is now read by the DXADecoder's loadFile() method

svn-id: r40736
This commit is contained in:
Filippos Karapetis 2009-05-20 10:43:18 +00:00
parent caf9bf0941
commit 6ec870303f
9 changed files with 42 additions and 54 deletions

View File

@ -273,10 +273,9 @@ void MoviePlayerDXA::stopVideo() {
void MoviePlayerDXA::startSound() {
byte *buffer;
uint32 offset, size, tag;
uint32 offset, size;
tag = _fileStream->readUint32BE();
if (tag == MKID_BE('WAVE')) {
if (getSoundTag() == MKID_BE('WAVE')) {
size = _fileStream->readUint32BE();
if (_sequenceNum) {
@ -322,7 +321,7 @@ void MoviePlayerDXA::nextFrame() {
}
if (_vm->_interactiveVideo == TYPE_LOOPING && getCurFrame() == getFrameCount()) {
_fileStream->seek(_videoInfo.frameOffs);
_fileStream->seek(_videoInfo.firstframeOffset);
_videoInfo.currentFrame = 0;
startSound();
}
@ -445,7 +444,7 @@ void MoviePlayerSMK::handleNextFrame() {
void MoviePlayerSMK::nextFrame() {
if (_vm->_interactiveVideo == TYPE_LOOPING && getCurFrame() == getFrameCount()) {
_fileStream->seek(_videoInfo.frameOffs);
_fileStream->seek(_videoInfo.firstframeOffset);
_videoInfo.currentFrame = 0;
}

View File

@ -144,15 +144,7 @@ bool MoviePlayer::load(uint32 id) {
break;
}
if (_decoder->loadFile(filename)) {
// The DXA animations in the Broken Sword games always use external audio tracks.
if (_decoderType == kVideoDecoderDXA && _decoder->readSoundHeader() != MKID_BE('NULL'))
return false;
} else {
return false;
}
return true;
return _decoder->loadFile(filename);
}
void MoviePlayer::play(void) {
@ -244,7 +236,7 @@ int32 DXADecoderWithSound::getAudioLag() {
int32 videoTime = _videoInfo.currentFrame * frameDelay;
int32 audioTime;
audioTime = (int32) _mixer->getSoundElapsedTime(*_bgSoundHandle);
audioTime = (((int32) _mixer->getSoundElapsedTime(*_bgSoundHandle)) * 100);
return videoTime - audioTime;
}

View File

@ -80,16 +80,7 @@ bool MoviePlayer::load(const char *name) {
break;
}
if (_decoder->loadFile(filename)) {
// The DXA animations in the Broken Sword games always use external audio tracks,
// if they have any sound at all.
if (_decoderType == kVideoDecoderDXA && _decoder->readSoundHeader() != MKID_BE('NULL'))
return false;
} else {
return false;
}
return true;
return _decoder->loadFile(filename);
}
void MoviePlayer::play(MovieText *movieTexts, uint32 numMovieTexts, uint32 leadIn, uint32 leadOut) {
@ -280,7 +271,7 @@ int32 DXADecoderWithSound::getAudioLag() {
int32 videoTime = _videoInfo.currentFrame * frameDelay;
int32 audioTime;
audioTime = (int32) _mixer->getSoundElapsedTime(*_bgSoundHandle);
audioTime = (((int32) _mixer->getSoundElapsedTime(*_bgSoundHandle)) * 100);
return videoTime - audioTime;
}

View File

@ -86,13 +86,13 @@ bool DXADecoder::loadFile(const char *fileName) {
if (frameRate > 0) {
_videoInfo.frameRate = 1000 / frameRate;
_videoInfo.frameDelay = frameRate;
_videoInfo.frameDelay = frameRate * 100;
} else if (frameRate < 0) {
_videoInfo.frameRate = 100000 / (-frameRate);
_videoInfo.frameDelay = -frameRate / 100;
_videoInfo.frameDelay = -frameRate;
} else {
_videoInfo.frameRate = 10;
_videoInfo.frameDelay = 100;
_videoInfo.frameDelay = 10000;
}
_videoInfo.width = _fileStream->readUint16BE();
@ -155,9 +155,13 @@ bool DXADecoder::loadFile(const char *fileName) {
} while (tag != 0);
}
#endif
// Read the sound header
_soundTag = _fileStream->readUint32BE();
_videoInfo.currentFrame = 0;
_videoInfo.frameOffs = _fileStream->pos();
_videoInfo.firstframeOffset = _fileStream->pos();
return true;
}

View File

@ -55,6 +55,11 @@ public:
bool decodeNextFrame();
/**
* Get the sound chunk tag of the loaded DXA file
*/
uint32 getSoundTag() { return _soundTag; }
private:
void decodeZlib(byte *data, int size, int totalSize);
void decode12(int size);
@ -76,6 +81,7 @@ private:
uint16 _curHeight;
uint32 _frameSize;
ScaleMode _scaleMode;
uint32 _soundTag;
};
} // End of namespace Graphics

View File

@ -72,8 +72,9 @@ bool FlicDecoder::loadFile(const char *fileName) {
}
_fileStream->readUint16LE(); // flags
// Note: The normal delay is a 32-bit integer (dword), whereas the overriden delay is a 16-bit integer (word)
_videoInfo.frameDelay = _fileStream->readUint32LE(); // frameDelay is the FLIC "speed", in milliseconds
_videoInfo.frameRate = 1000 / _videoInfo.frameDelay;
// frameDelay is the FLIC "speed", in milliseconds. Our frameDelay is calculated in 1/100 ms, so we convert it here
_videoInfo.frameDelay = 100 * _fileStream->readUint32LE();
_videoInfo.frameRate = 100 * 1000 / _videoInfo.frameDelay;
_fileStream->seek(80);
_offsetFrame1 = _fileStream->readUint32LE();
@ -206,10 +207,11 @@ bool FlicDecoder::decodeNextFrame() {
case FRAME_TYPE: {
chunkCount = _fileStream->readUint16LE();
// Note: The overriden delay is a 16-bit integer (word), whereas the normal delay is a 32-bit integer (dword)
// frameDelay is the FLIC "speed", in milliseconds. Our frameDelay is calculated in 1/100 ms, so we convert it here
uint16 newFrameDelay = _fileStream->readUint16LE(); // "speed", in milliseconds
if (newFrameDelay > 0) {
_videoInfo.frameDelay = newFrameDelay;
_videoInfo.frameRate = 1000 / _videoInfo.frameDelay;
_videoInfo.frameDelay = 100 * newFrameDelay;
_videoInfo.frameRate = 100 * 1000 / _videoInfo.frameDelay;
}
_fileStream->readUint16LE(); // reserved, always 0
uint16 newWidth = _fileStream->readUint16LE();

View File

@ -344,9 +344,9 @@ int32 SmackerDecoder::getAudioLag() {
and how much time *should* have passed.
*/
audioTime = g_system->getMillis() - _videoInfo.startTime;
audioTime = (g_system->getMillis() - _videoInfo.startTime) * 100;
} else
audioTime = (int32) _mixer->getSoundElapsedTime(_audioHandle);
audioTime = (((int32) _mixer->getSoundElapsedTime(_audioHandle)) * 100);
return videoTime - audioTime;
}
@ -380,13 +380,13 @@ bool SmackerDecoder::loadFile(const char *fileName) {
if (frameRate > 0) {
_videoInfo.frameRate = 1000 / frameRate;
_videoInfo.frameDelay = frameRate;
_videoInfo.frameDelay = frameRate * 100;
} else if (frameRate < 0) {
_videoInfo.frameRate = 100000 / (-frameRate);
_videoInfo.frameDelay = -frameRate / 100;
_videoInfo.frameDelay = -frameRate;
} else {
_videoInfo.frameRate = 10;
_videoInfo.frameDelay = 100;
_videoInfo.frameDelay = 10000;
}
// Flags are determined by which bit is set, which can be one of the following:
@ -473,7 +473,7 @@ bool SmackerDecoder::loadFile(const char *fileName) {
_palette = (byte *)malloc(3 * 256);
memset(_palette, 0, 3 * 256);
_videoInfo.frameOffs = _fileStream->pos();
_videoInfo.firstframeOffset = _fileStream->pos();
return true;
}

View File

@ -88,14 +88,14 @@ int32 VideoDecoder::getAudioLag() {
Calculate the lag by how much time has gone by since the first frame
and how much time *should* have passed.
*/
int32 audioTime = g_system->getMillis() - _videoInfo.startTime;
int32 audioTime = (g_system->getMillis() - _videoInfo.startTime) * 100;
int32 videoTime = _videoInfo.currentFrame * getFrameDelay();
return videoTime - audioTime;
}
uint32 VideoDecoder::getFrameWaitTime() {
int32 waitTime = getFrameDelay() + getAudioLag();
int32 waitTime = (getFrameDelay() + getAudioLag()) / 100;
if (waitTime < 0)
return 0;

View File

@ -75,16 +75,16 @@ public:
virtual int32 getFrameRate();
/**
* Returns the time to wait for each frame in ms
* @return the time to wait for each frame in ms
* Returns the time to wait for each frame in 1/100 ms (to avoid rounding errors)
* @return the time to wait for each frame in 1/100 ms (to avoid rounding errors)
*/
virtual int32 getFrameDelay();
/**
* Returns the current A/V lag in ms
* Returns the current A/V lag in 1/100 ms (to avoid rounding errors)
* If > 0, audio lags behind
* If < 0, video lags behind
* @return the current A/V lag in ms
* @return the current A/V lag in 1/100 ms (to avoid rounding errors)
*/
virtual int32 getAudioLag();
@ -158,20 +158,14 @@ public:
*/
virtual bool decodeNextFrame() = 0;
/**
* Used to read the sound header from DXA files. It's not pretty,
* but it's slightly better than exposing _fileStream
*/
uint32 readSoundHeader() { return _fileStream->readUint32BE(); }
protected:
struct {
uint32 width;
uint32 height;
uint32 frameCount;
int32 frameRate;
int32 frameDelay; // ms
uint32 frameOffs;
int32 frameDelay; // 1/100 ms (to avoid rounding errors)
uint32 firstframeOffset;
uint32 currentFrame;
uint32 startTime;
} _videoInfo;