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https://github.com/libretro/scummvm.git
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249 lines
8.4 KiB
C++
249 lines
8.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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 for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef SOUND_TIMESTAMP_H
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#define SOUND_TIMESTAMP_H
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#include "common/scummsys.h"
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namespace Audio {
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/**
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* Timestamps allow specifying points in time and measuring time intervals
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* with a sub-millisecond granularity.
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*
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* When dealing with audio and video decoding, it is often necessary to
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* measure time (intervals) in terms of frames, relative to a fixed
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* frame rate (that is, a fixed number of frames per seconds). For
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* example, in a typical video there are 24 frames per second, and in a
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* typical sound there are 44100 frames (i.e. samples for mono sound
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* and pairs of samples for stereo) per second.
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*
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* At the same time, the system clock provided by ScummVM measures time
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* in milliseconds. For syncing purposes and other reasons, it is often
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* necessary to convert between and compare time measures given on the
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* one hand as a frame count, and on the other hand as a number of
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* milliseconds.
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*
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* If handled carelessly, this can introduce rounding errors that
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* quickly accumulate, resulting in user noticeable disturbance, such as
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* audio and video running out of sync. E.g. a typical approach is to
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* measure all time in milliseconds. But with a frame rate of 24 frames
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* per second, one frame is 41.66666... milliseconds long. On the other
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* hand, if measuring in frames, then similar rounding issue occur when
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* converting from milliseconds to frames.
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*
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* One solution is to use floating point arithmetic to compute with
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* fractional frames resp. (milli)seconds. This has other undesirable
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* side effects; foremost, some platforms ScummVM runs on still have
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* only limited (and slow) floating point support.
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*
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* This class provides an alternate solution: It stores time in terms of
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* frames, but with a twist: Client code can specify arbitrary
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* (integral) framerates; but internally, Timestamp modifies the
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* framerate to be a multiple of 1000. This way, both numbers of frames
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* (relative to the original framerate) as well as milliseconds can be
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* represented as integers. This change is completely hidden from the
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* user, however.
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*
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* A Timestamp can be converted to a frame count or milliseconds at
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* virtually no cost. Likewise, it is posible to compute the difference
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* between two Timestamps in milliseconds or number of frames.
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* Timestamps can be easily compared using regular comparison operators,
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* resulting in nicely readable code; this is even possible for
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* timestamps that are specified using different framerates.
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* Client code can modify Timestamps by adding a number of frames
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* to it, or adding a number of milliseconds. Adding negative amounts is
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* also allowed, and a Timestamp can even represent a "negative time"
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* (mainly useful when using the Timestamp to store a time interval).
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*/
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class Timestamp {
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public:
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/**
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* Set up a timestamp with a given time and framerate.
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* @param msecs starting time in milliseconds
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* @param framerate number of frames per second (must be > 0)
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*/
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Timestamp(uint msecs = 0, uint framerate = 1);
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/**
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* Set up a timestamp with a given time, frames and framerate.
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* @param secs starting time in seconds
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* @param frames starting frames
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* @param framerate number of frames per second (must be > 0)
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*/
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Timestamp(uint secs, uint frames, uint framerate);
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/**
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* Return a timestamp which represents as closely as possible
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* the point in time describes by this timestamp, but with
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* a different framerate.
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*/
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Timestamp convertToFramerate(uint newFramerate) const;
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/**
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* Check whether to timestamps describe the exact same moment
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* in time. This means that two timestamps can compare
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* as equal even if they use different framerates.
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*/
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bool operator==(const Timestamp &ts) const;
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bool operator!=(const Timestamp &ts) const;
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bool operator<(const Timestamp &ts) const;
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bool operator<=(const Timestamp &ts) const;
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bool operator>(const Timestamp &ts) const;
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bool operator>=(const Timestamp &ts) const;
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/**
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* Returns a new timestamp, which corresponds to the time encoded
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* by this timestamp with the given number of frames added.
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* @param frames number of frames to add
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*/
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Timestamp addFrames(int frames) const;
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/**
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* Returns a new timestamp, which corresponds to the time encoded
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* by this timestamp with the given number of milliseconds added.
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* @param msecs number of milliseconds to add
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*/
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Timestamp addMsecs(int msecs) const;
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// unary minus
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Timestamp operator-() const;
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/**
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* Compute the sum of two timestamps. This is only
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* allowed if they use the same framerate.
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*/
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Timestamp operator+(const Timestamp &ts) const;
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/**
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* Compute the difference between two timestamps. This is only
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* allowed if they use the same framerate.
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*/
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Timestamp operator-(const Timestamp &ts) const;
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/**
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* Computes the number of frames between this timestamp and ts.
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* The frames are with respect to the framerate used by this
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* Timestamp (which may differ from the framerate used by ts).
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*/
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int frameDiff(const Timestamp &ts) const;
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/** Computes the number off milliseconds between this timestamp and ts. */
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int msecsDiff(const Timestamp &ts) const;
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/**
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* Return the time in milliseconds described by this timestamp,
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* rounded down.
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*/
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int msecs() const;
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/**
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* Return the time in seconds described by this timestamp,
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* rounded down.
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*/
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inline int secs() const {
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return _secs;
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}
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/**
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* Return the time in frames described by this timestamp.
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*/
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inline int totalNumberOfFrames() const {
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return _numFrames / (int)_framerateFactor + _secs * (int)(_framerate / _framerateFactor);
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}
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/**
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* A timestamp consists of a number of seconds, plus a number
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* of frames, the latter describing a fraction of a second.
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* This method returns the latter number.
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*/
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inline int numberOfFrames() const {
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return _numFrames / (int)_framerateFactor;
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}
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/** Return the framerate used by this timestamp. */
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inline uint framerate() const { return _framerate / _framerateFactor; }
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protected:
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/**
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* Compare this timestamp to another one and return
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* a value similar to strcmp.
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*/
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int cmp(const Timestamp &ts) const;
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/**
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* Normalize this timestamp by making _numFrames non-negative
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* and reducing it modulo _framerate.
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*/
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void normalize();
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/**
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* Add another timestamp to this one and normalize the result.
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*/
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void addIntern(const Timestamp &ts);
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protected:
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/**
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* The seconds part of this timestamp.
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* The total time in seconds represented by this timestamp can be
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* computed as follows:
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* _secs + (double)_numFrames / _framerate
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*/
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int _secs;
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/**
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* The number of frames which together with _secs encodes the
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* timestamp. The total number of *internal* frames represented
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* by this timestamp can be computed as follows:
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* _numFrames + _secs * _framerate
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* To obtain the number of frames with respect to the original
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* framerate, this value has to be divided by _framerateFactor.
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*
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* This is always a value greater or equal to zero.
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* The only reason this is an int and not an uint is to
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* allow intermediate negative values.
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*/
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int _numFrames;
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/**
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* The internal framerate, i.e. the number of frames per second.
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* This is computed as the least common multiple of the framerate
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* specified by the client code, and 1000.
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* This way, we ensure that we can store both frames and
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* milliseconds without any rounding losses.
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*/
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uint _framerate;
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/**
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* Factor by which the original framerate specified by the client
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* code was multipled to obtain the internal _framerate value.
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*/
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uint _framerateFactor;
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};
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} // End of namespace Audio
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#endif
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