Files
fs2open.github.com/code/cutscene/player.cpp
T
asarium 6da5302d34 Add localized subtitle support to the video player
This adds support for displaying subtitles embedded in movie files. This
supports files with multiple subtitle streams where each stream contains
the subtitles for one language. When the movie file is opened, the
stream for the currently active language will be used and displayed.

This resolves one of the points mentioned in #1522.

This also depends on PR #1484.
2017-12-05 12:04:13 +01:00

390 lines
10 KiB
C++

#include "cutscene/player.h"
#include "cutscene/Decoder.h"
#include "cutscene/VideoPresenter.h"
#include "cutscene/ffmpeg/FFMPEGDecoder.h"
#include "graphics/2d.h"
#include "globalincs/alphacolors.h"
#include "osapi/osapi.h"
#include "sound/openal.h"
#include "tracing/tracing.h"
#include "io/key.h"
#include "io/timer.h"
#include "parse/parselo.h"
using namespace cutscene::player;
namespace {
using namespace cutscene;
const int MAX_AUDIO_BUFFERS = 15;
std::unique_ptr<Decoder> findDecoder(const SCP_string& name) {
{
std::unique_ptr<Decoder> ffmpeg(new ffmpeg::FFMPEGDecoder());
if (ffmpeg->initialize(name)) {
return ffmpeg;
}
}
return nullptr;
}
// get relative time since beginning playback, compensating for A/V drift
double playbackGetTime(PlayerState* state) {
return state->playback_time * 0.000001;
}
void videoPlaybackInit(PlayerState* state) {
if (state->videoInited) {
return;
}
Assert(state != NULL);
if (gr_screen.mode == GR_OPENGL) {
state->videoPresenter.reset(new VideoPresenter(state->props));
}
state->videoInited = true;
}
void audioPlaybackInit(PlayerState* state) {
if (state->audioInited) {
return;
}
if (!state->decoder->hasAudio() || Cmdline_freespace_no_sound) {
state->hasAudio = false;
return;
}
state->hasAudio = true;
OpenAL_ErrorCheck(alGenSources(1, &state->audioSid), return);
OpenAL_ErrorPrint(alSourcef(state->audioSid, AL_GAIN, 1.0f));
state->audioBuffers.clear();
state->audioBuffers.resize(MAX_AUDIO_BUFFERS, 0);
OpenAL_ErrorCheck(alGenBuffers(static_cast<ALsizei>(state->audioBuffers.size()), state->audioBuffers.data()),
return);
for (auto buffer : state->audioBuffers) {
state->unqueuedAudioBuffers.push(buffer);
}
state->audioInited = true;
}
void processVideoData(PlayerState* state) {
TRACE_SCOPE(tracing::CutsceneProcessVideoData);
state->newFrameAdded = false;
if (!state->decoder->isVideoFrameAvailable()) {
// Nothing to do here...
return;
}
if (state->currentFrame == nullptr && state->nextFrame == nullptr) {
// Load the initial frame
VideoFramePtr firstFrame;
auto r = state->decoder->tryPopVideoFrame(firstFrame);
// This shouldn't happen...
Assertion(r, "Failed to pop frame!");
// At this point the new frame is the next frame
state->nextFrame = std::move(firstFrame);
}
if (!state->nextFrame) {
// No next frame, try getting a new one
if (!state->decoder->tryPopVideoFrame(state->nextFrame)) {
// No new frame available :(
return;
}
}
auto currentTime = playbackGetTime(state);
if (currentTime < state->nextFrame->frameTime) {
// Old frame is still valid, nothing to do here
return;
}
while (currentTime >= state->nextFrame->frameTime) {
// Move the next frame to the current frame slot
state->currentFrame = std::move(state->nextFrame);
// Get a new frame from the decoder
auto success = state->decoder->tryPopVideoFrame(state->nextFrame);
if (!success) {
// Make sure the pointer is actually empty
state->nextFrame = nullptr;
// No more frames available
break;
}
}
// Now upload the new frame
if (state->videoPresenter) {
state->videoPresenter->uploadVideoFrame(state->currentFrame);
state->newFrameAdded = true;
}
}
void processSubtitleData(PlayerState* state) {
SubtitleFramePtr ptr;
while (state->decoder->tryPopSubtitleData(ptr)) {
// Take all subtitle frames from our queue
state->queued_subtitles.push(std::move(ptr));
}
if (state->currentSubtitle && playbackGetTime(state) <= state->currentSubtitle->displayEndTime) {
// We currently have a frame and it it still being displayed so there is nothing for us to do here
return;
}
// Subtitle has expired so we don't need it anymore
state->currentSubtitle = nullptr;
while(!state->queued_subtitles.empty()) {
// Take a look at the first entry and check if it's time to display it yet
auto& nextSubtitle = state->queued_subtitles.front();
if (playbackGetTime(state) >= nextSubtitle->displayStartTime) {
state->currentSubtitle = std::move(nextSubtitle);
state->queued_subtitles.pop();
} else {
// The next subtitle should not be displayed yet so we are done here
break;
}
}
}
bool processAudioData(PlayerState* state) {
TRACE_SCOPE(tracing::CutsceneProcessAudioData);
if (!state->hasAudio) {
if (state->decoder->hasAudio()) {
// Even if we don't play the sound we still need to remove it from the queue
AudioFramePtr audioData;
while (state->decoder->tryPopAudioData(audioData)) {
// Intentionally left empty
}
}
return false;
}
ALint processed = 0;
OpenAL_ErrorCheck(alGetSourcei(state->audioSid, AL_BUFFERS_PROCESSED, &processed), return false);
// First check for free buffers and push them int the audio queue
for (int i = 0; i < processed; ++i) {
ALuint buffer;
OpenAL_ErrorPrint(alSourceUnqueueBuffers(state->audioSid, 1, &buffer));
state->unqueuedAudioBuffers.push(buffer);
}
AudioFramePtr audioData;
while (!state->unqueuedAudioBuffers.empty() && state->decoder->tryPopAudioData(audioData)) {
auto buffer = state->unqueuedAudioBuffers.front();
state->unqueuedAudioBuffers.pop();
ALenum format = (audioData->channels == 2) ? AL_FORMAT_STEREO16 : AL_FORMAT_MONO16;
OpenAL_ErrorCheck(alBufferData(buffer,
format,
audioData->audioData.data(),
static_cast<ALsizei>(audioData->audioData.size() * sizeof(short)),
static_cast<ALsizei>(audioData->rate)), return false);
OpenAL_ErrorCheck(alSourceQueueBuffers(state->audioSid, 1, &buffer), return false);
}
ALint status = 0, queued = 0;
OpenAL_ErrorCheck(alGetSourcei(state->audioSid, AL_SOURCE_STATE, &status), return false);
OpenAL_ErrorCheck(alGetSourcei(state->audioSid, AL_BUFFERS_QUEUED, &queued), return false);
if ((status != AL_PLAYING) && (queued > 0)) {
OpenAL_ErrorPrint(alSourcePlay(state->audioSid));
}
// Get status again in cause we just started playback
OpenAL_ErrorCheck(alGetSourcei(state->audioSid, AL_SOURCE_STATE, &status), return false);
return status == AL_PLAYING;
}
void audioPlaybackClose(PlayerState* state) {
if (!state->audioInited) {
return;
}
ALint p = 0;
OpenAL_ErrorPrint(alSourceStop(state->audioSid));
OpenAL_ErrorPrint(alGetSourcei(state->audioSid, AL_BUFFERS_PROCESSED, &p));
OpenAL_ErrorPrint(alSourceUnqueueBuffers(state->audioSid, p, state->audioBuffers.data()));
OpenAL_ErrorPrint(alDeleteSources(1, &state->audioSid));
for (auto buffer : state->audioBuffers) {
// make sure that the buffer is real before trying to delete, it could crash for some otherwise
if ((buffer != 0) && alIsBuffer(buffer)) {
OpenAL_ErrorPrint(alDeleteBuffers(1, &buffer));
}
}
state->audioInited = false;
}
void videoPlaybackClose(PlayerState* state) {
if (!state->videoInited) {
return;
}
state->videoPresenter.reset();
state->videoInited = false;
}
bool shouldBeginPlayback(Decoder* decoder) {
auto video = decoder->isVideoQueueFull();
auto audio = decoder->isAudioQueueFull();
auto subtitles = decoder->isSubtitleQueueFull();
// Wait until one of the queues is full, that should make sure
// that we have enough frames at the beginning of playback and that
// we don't wait indefinitely if the cutscene has a weird amount of audio
// or video at the beginning
// Also only wait while the decoder is still working. Otherwise we will wait indefinitely if the video
// is very short.
return (audio || video || subtitles) || !decoder->isDecoding();
}
}
namespace cutscene {
Player::Player(std::unique_ptr<Decoder>&& decoder) : m_decoder(std::move(decoder)) {
initPlayback();
}
Player::~Player() {
// If video is initialized it means that stopPlayback has not been called yet
if (m_state.videoInited) {
stopPlayback();
}
if (m_decoder) {
m_decoder->close();
}
}
bool Player::processDecoderData() {
if (!m_state.playbackHasBegun) {
// Wait until video and audio are available
// If we don't have audio, don't wait for it (obviously...)
if (!shouldBeginPlayback(m_state.decoder)) {
return true;
}
m_state.playbackHasBegun = true;
}
TRACE_SCOPE(tracing::CutsceneProcessDecoder);
processVideoData(&m_state);
processSubtitleData(&m_state);
auto audioPlaying = processAudioData(&m_state);
// Set the playing flag if the decoder is still active or there is still data available
auto decoding = m_decoder->isDecoding();
// Audio is pending if there is data left in the queue or if OpenAL is still playing audio
auto pendingAudio = (m_decoder->isAudioFrameAvailable() && m_decoder->hasAudio()) || audioPlaying;
auto pendingVideo = m_decoder->isVideoFrameAvailable();
return decoding || pendingAudio || pendingVideo;
}
void Player::initPlayback() {
Assertion(!m_state.videoInited, "Internal State has been initialized before! Create a new player for replaying a movie.");
m_decoderThread.reset(new std::thread(std::bind(&Player::decoderThread, this)));
m_state.props = m_decoder->getProperties();
m_state.decoder = m_decoder.get();
videoPlaybackInit(&m_state);
audioPlaybackInit(&m_state);
}
bool Player::update(uint64_t diff_time_micro) {
if (m_state.playbackHasBegun) {
m_state.playback_time += diff_time_micro;
}
return processDecoderData();
}
void Player::stopPlayback() {
m_decoder->stopDecoder();
audioPlaybackClose(&m_state);
videoPlaybackClose(&m_state);
m_decoderThread->join();
}
void Player::decoderThread() {
try {
m_decoder->startDecoding();
} catch (const std::exception& e) {
mprintf(("Video: An exception was thrown while decoding the video: %s\n", e.what()));
} catch (...) {
mprintf(("Video: An exception was thrown while decoding the video!\n"));
}
}
std::unique_ptr<Player> Player::newPlayer(const SCP_string& name) {
mprintf(("Creating player for movie '%s'.\n", name.c_str()));
auto decoder = findDecoder(name);
if (decoder == nullptr) {
return nullptr;
}
return std::unique_ptr<Player>(new Player(std::move(decoder)));
}
const PlayerState& Player::getInternalState() const {
return m_state;
}
const MovieProperties& Player::getMovieProperties() const {
return m_state.props;
}
void Player::draw(float x1, float y1, float x2, float y2) {
if (!m_state.currentFrame) {
return;
}
if (m_state.videoPresenter) {
m_state.videoPresenter->displayFrame(x1, y1, x2, y2);
}
}
SCP_string Player::getCurrentSubtitle() {
if (!m_state.currentSubtitle) {
return "";
} else {
return m_state.currentSubtitle->text;
}
}
}