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SimpleAudioDec.h
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// Copyright (c) 2013- PPSSPP Project.
// 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, version 2.0 or later versions.
// 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include "Core/HW/MediaEngine.h"
#include "Core/HLE/sceAudio.h"
// Decodes packet by packet - does NOT demux.
// audioType
enum PSPAudioType {
PSP_CODEC_AT3PLUS = 0x00001000,
PSP_CODEC_AT3 = 0x00001001,
PSP_CODEC_MP3 = 0x00001002,
PSP_CODEC_AAC = 0x00001003,
};
class AudioDecoder {
public:
virtual ~AudioDecoder() {}
virtual PSPAudioType GetAudioType() const = 0;
// inbytesConsumed can include skipping metadata.
// outSamples is in stereo samples. So you have to multiply by 4 for 16-bit stereo audio to get bytes.
// For Atrac3, if *outSamples != 0, it'll cap the number of samples to output. In this case, its value can only shrink.
// TODO: Implement that in the other decoders too, if needed.
virtual bool Decode(const uint8_t *inbuf, int inbytes, int *inbytesConsumed, int outputChannels, int16_t *outbuf, int *outSamples) = 0;
virtual bool IsOK() const = 0;
virtual void SetChannels(int channels) = 0;
virtual void FlushBuffers() {}
// Just metadata.
void SetCtxPtr(uint32_t ptr) { ctxPtr = ptr; }
uint32_t GetCtxPtr() const { return ctxPtr; }
private:
uint32_t ctxPtr = 0xFFFFFFFF;
};
void AudioClose(AudioDecoder **ctx);
const char *GetCodecName(int codec); // audioType
bool IsValidCodec(PSPAudioType codec);
AudioDecoder *CreateAudioDecoder(PSPAudioType audioType, int sampleRateHz = 44100, int channels = 2, size_t blockAlign = 0, const uint8_t *extraData = nullptr, size_t extraDataSize = 0);
class AuCtx {
public:
AuCtx();
~AuCtx();
u32 AuDecode(u32 pcmAddr);
u32 AuNotifyAddStreamData(int size);
int AuCheckStreamDataNeeded();
int AuStreamBytesNeeded();
int AuStreamWorkareaSize();
u32 AuResetPlayPosition();
u32 AuResetPlayPositionByFrame(int position);
u32 AuGetInfoToAddStreamData(u32 bufPtr, u32 sizePtr, u32 srcPosPtr);
void SetReadPos(int pos) { readPos = pos; }
int ReadPos() { return readPos; }
void DoState(PointerWrap &p);
void EatSourceBuff(int amount) {
if (amount > (int)sourcebuff.size()) {
amount = (int)sourcebuff.size();
}
if (amount > 0)
sourcebuff.erase(sourcebuff.begin(), sourcebuff.begin() + amount);
AuBufAvailable -= amount;
}
// Au source information. Written to from for example sceAacInit so public for now.
u64 startPos = 0;
u64 endPos = 0;
u32 AuBuf = 0;
u32 AuBufSize = 0;
u32 PCMBuf = 0;
u32 PCMBufSize = 0;
int freq = -1; // used by AAC only?
int BitRate = 0;
int SamplingRate = -1;
int Channels = 0;
int Version = -1;
// State variables. These should be relatively easy to move into private.
u32 SumDecodedSamples = 0;
int LoopNum = -1;
u32 MaxOutputSample = 0;
int FrameNum = 0;
// Au decoder
AudioDecoder *decoder = nullptr;
private:
size_t FindNextMp3Sync();
std::vector<u8> sourcebuff; // source buffer
// buffers informations
int AuBufAvailable = 0; // the available buffer of AuBuf to be able to recharge data
int readPos = 0; // read position in audio source file
int askedReadSize = 0; // the size of data requied to be read from file by the game
int nextOutputHalf = 0;
};