/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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, either version 3 of the License, or * (at your option) any later version. * * 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 for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef AUDIO_TIMESTAMP_H #define AUDIO_TIMESTAMP_H #include "common/scummsys.h" namespace Audio { /** * @defgroup audio_timestamp Timestamp * @ingroup audio * * @brief Timestamp class for specifying points in time and measuring time intervals. * @{ */ /** * When dealing with audio and video decoding, it is often necessary to * measure the time (intervals) in terms of frames, relative to a fixed * frame rate (that is, a fixed number of frames per seconds). For * example, in a typical video there are 24 frames per second, and in a * typical sound there are 44100 frames (i.e. samples for mono sound * and pairs of samples for stereo) per second. * * At the same time, the system clock provided by ScummVM measures time * in milliseconds. For syncing purposes and other reasons, it is often * necessary to convert between and compare time measures given on * one hand as a frame count, and on the other hand as a number of * milliseconds. * * If handled carelessly, this can introduce rounding errors that * quickly accumulate, resulting in user-noticeable disturbance, such as * audio and video running out of sync. For example, a typical approach is to * measure all time in milliseconds. But with a frame rate of 24 frames * per second, one frame is 41.66666... milliseconds long. On the other * hand, if measuring in frames, then a similar rounding issue occurs when * converting from milliseconds to frames. * * One solution is to use floating point arithmetic to compute with * fractional frames resp. (milli)seconds. This has other undesirable * side effects. Foremost, some platforms that ScummVM runs on still have * only limited (and slow) floating point support. * * This class provides an alternative solution. It stores time in terms of * frames, but with a twist: client code can specify arbitrary * (integral) frame rates but, internally, Timestamp modifies the * frame rate to be a multiple of 1000. This way, both the number of frames * (relative to the original frame rate), as well as milliseconds can be * represented as integers. This change is completely hidden from the * user, however. * * A timestamp can be converted to a frame count or milliseconds at * virtually no cost. Likewise, it is possible to compute the difference * between two timestamps in terms of milliseconds or number of frames. * Timestamps can be easily compared using regular comparison operators, * resulting in nicely readable code. This is even possible for * timestamps that are specified using different frame rates. * Client code can modify timestamps by adding a number of frames * to it, or adding a number of milliseconds. Adding negative amounts is * also allowed, and a timestamp can even represent a "negative time", * which is useful when using the timestamp to store a time interval. */ class Timestamp { public: /** * Set up a timestamp with a given time and frame rate. * * @param msecs Starting time in milliseconds. * @param framerate Number of frames per second (must be > 0). */ Timestamp(uint msecs = 0, uint framerate = 1); /** * Set up a timestamp with the given time, frames, and frame rate. * * @param secs Starting time in seconds. * @param frames Starting frames. * @param framerate Number of frames per second (must be > 0). */ Timestamp(uint secs, uint frames, uint framerate); /** * Return a timestamp that represents as closely as possible * the point in time described by this timestamp, but with * a different frame rate. */ Timestamp convertToFramerate(uint newFramerate) const; /** * Check whether two timestamps describe the exact same moment * in time. * * This means that two timestamps can compare as equal * even if they use different frame rates. */ bool operator==(const Timestamp &ts) const; /** * Check whether two timestamps describe a different moment in time. */ bool operator!=(const Timestamp &ts) const; /** * Check whether this timestamp describes an earlier moment in time than another timestamp. */ bool operator<(const Timestamp &ts) const; /** * Check whether this timestamp describes an earlier or the same moment in time as another timestamp. */ bool operator<=(const Timestamp &ts) const; /** * Check whether this timestamp describes a later moment in time than another timestamp. */ bool operator>(const Timestamp &ts) const; /** * Check whether this timestamp describes a later or the same moment in time as another timestamp. */ bool operator>=(const Timestamp &ts) const; /** * Return a new timestamp that corresponds to the time encoded * by this timestamp with the given number of frames added. * * @param frames Number of frames to add. */ Timestamp addFrames(int frames) const; /** * Return a new timestamp that corresponds to the time encoded * by this timestamp with the given number of milliseconds added. * * @param msecs Number of milliseconds to add. */ Timestamp addMsecs(int msecs) const; /** * Return a new timestamp with the negative value of the time encoded * by this timestamp. * * This is a unary minus operation. */ Timestamp operator-() const; /** * Compute the sum of two timestamps. * * This is only allowed if they use the same frame rate. */ Timestamp operator+(const Timestamp &ts) const; /** * Compute the difference between two timestamps. * * This is only allowed if they use the same frame rate. */ Timestamp operator-(const Timestamp &ts) const; /** * Compute the number of frames between this timestamp and @p ts. * * The frames are counted with respect to the frame rate used by this * timestamp (which may differ from the frame rate used by @p ts). */ int frameDiff(const Timestamp &ts) const; /** Compute the number of milliseconds between this timestamp and @p ts. */ int msecsDiff(const Timestamp &ts) const; /** * Return the time in milliseconds described by this timestamp, * rounded down. */ int msecs() const; /** * Return the time in seconds described by this timestamp, * rounded down. */ inline int secs() const { return _secs; } /** * Return the time in frames described by this timestamp. */ inline int totalNumberOfFrames() const { return _numFrames / (int)_framerateFactor + _secs * (int)(_framerate / _framerateFactor); } /** * A timestamp consists of a number of seconds, plus a number * of frames, the latter describing a fraction of a second. * This method returns the latter number. */ inline int numberOfFrames() const { return _numFrames / (int)_framerateFactor; } /** Return the frame rate used by this timestamp. */ inline uint framerate() const { return _framerate / _framerateFactor; } protected: /** * Compare this timestamp to another one and return * a value similar to strcmp. */ int cmp(const Timestamp &ts) const; /** * Normalize this timestamp by making _numFrames non-negative * and reducing its modulo _framerate. */ void normalize(); /** * Add another timestamp to this one and normalize the result. */ void addIntern(const Timestamp &ts); protected: /** * The seconds part of this timestamp. * The total time in seconds represented by this timestamp can be * computed as follows: * @code * _secs + (double)_numFrames / _framerate * @endcode */ int _secs; /** * The number of frames that, together with @c _secs, encode the * timestamp. * * The total number of *internal* frames represented * by this timestamp can be computed as follows: * @code * _numFrames + _secs * _framerate * @endcode * To obtain the number of frames with respect to the original * frame rate, this value must be divided by _framerateFactor. * * This is always a value greater than or equal to zero. * The only reason this is an int and not a uint is to * allow intermediate negative values. */ int _numFrames; /** * The internal frame rate, i.e. the number of frames per second. * * This is computed as the least common multiple of the frame rate * specified by the client code, and 1000. * This ensures that both frames and milliseconds can be stored * without any rounding losses. */ uint _framerate; /** * Factor by which the original frame rate specified by the client * code has been multiplied to obtain the internal _framerate value. */ uint _framerateFactor; }; /** @} */ } // End of namespace Audio #endif