/****************************************************************************
* Copyright (C) 2009-2013 Dimok
*
* 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 .
****************************************************************************/
#include
#include
#include
#include
#include "SoundDecoder.hpp"
static const u32 FixedPointShift = 15;
static const u32 FixedPointScale = 1 << FixedPointShift;
SoundDecoder::SoundDecoder()
{
file_fd = NULL;
Init();
}
SoundDecoder::SoundDecoder(const std::string & filepath)
{
file_fd = new CFile(filepath, CFile::ReadOnly);
Init();
}
SoundDecoder::SoundDecoder(const u8 * buffer, s32 size)
{
file_fd = new CFile(buffer, size);
Init();
}
SoundDecoder::~SoundDecoder()
{
ExitRequested = true;
while(Decoding)
os_usleep(1000);
//! lock unlock once to make sure it's really not decoding
Lock();
Unlock();
if(file_fd)
delete file_fd;
file_fd = NULL;
if(ResampleBuffer)
free(ResampleBuffer);
}
void SoundDecoder::Init()
{
SoundType = SOUND_RAW;
SoundBlocks = 8;
SoundBlockSize = 0x4000;
ResampleTo48kHz = false;
CurPos = 0;
whichLoad = 0;
Loop = false;
EndOfFile = false;
Decoding = false;
ExitRequested = false;
SoundBuffer.SetBufferBlockSize(SoundBlockSize);
SoundBuffer.Resize(SoundBlocks);
ResampleBuffer = NULL;
ResampleRatio = 0;
}
s32 SoundDecoder::Rewind()
{
CurPos = 0;
EndOfFile = false;
file_fd->rewind();
return 0;
}
s32 SoundDecoder::Read(u8 * buffer, s32 buffer_size, s32 pos)
{
s32 ret = file_fd->read(buffer, buffer_size);
CurPos += ret;
return ret;
}
void SoundDecoder::EnableUpsample(void)
{
if( (ResampleBuffer == NULL)
&& IsStereo() && Is16Bit()
&& SampleRate != 32000
&& SampleRate != 48000)
{
ResampleBuffer = (u8*)memalign(32, SoundBlockSize);
ResampleRatio = ( FixedPointScale * SampleRate ) / 48000;
SoundBlockSize = ( SoundBlockSize * ResampleRatio ) / FixedPointScale;
SoundBlockSize &= ~0x03;
// set new sample rate
SampleRate = 48000;
}
}
void SoundDecoder::Upsample(s16 *src, s16 *dst, u32 nr_src_samples, u32 nr_dst_samples)
{
s32 timer = 0;
for(u32 i = 0, n = 0; i < nr_dst_samples; i += 2)
{
if((n+3) < nr_src_samples) {
// simple fixed point linear interpolation
dst[i] = src[n] + ( ((src[n+2] - src[n] ) * timer) >> FixedPointShift );
dst[i+1] = src[n+1] + ( ((src[n+3] - src[n+1]) * timer) >> FixedPointShift );
}
else {
dst[i] = src[n];
dst[i+1] = src[n+1];
}
timer += ResampleRatio;
if(timer >= (s32)FixedPointScale) {
n += 2;
timer -= FixedPointScale;
}
}
}
void SoundDecoder::Decode()
{
if(!file_fd || ExitRequested || EndOfFile)
return;
// check if we are not at the pre-last buffer (last buffer is playing)
u16 whichPlaying = SoundBuffer.Which();
if( ((whichPlaying == 0) && (whichLoad == SoundBuffer.Size()-2))
|| ((whichPlaying == 1) && (whichLoad == SoundBuffer.Size()-1))
|| (whichLoad == (whichPlaying-2)))
{
return;
}
Decoding = true;
s32 done = 0;
u8 * write_buf = SoundBuffer.GetBuffer(whichLoad);
if(!write_buf)
{
ExitRequested = true;
Decoding = false;
return;
}
if(ResampleTo48kHz && !ResampleBuffer)
EnableUpsample();
while(done < SoundBlockSize)
{
s32 ret = Read(&write_buf[done], SoundBlockSize-done, Tell());
if(ret <= 0)
{
if(Loop)
{
Rewind();
continue;
}
else
{
EndOfFile = true;
break;
}
}
done += ret;
}
if(done > 0)
{
// check if we need to resample
if(ResampleBuffer && ResampleRatio)
{
memcpy(ResampleBuffer, write_buf, done);
s32 src_samples = done >> 1;
s32 dest_samples = ( src_samples * FixedPointScale ) / ResampleRatio;
dest_samples &= ~0x01;
Upsample((s16*)ResampleBuffer, (s16*)write_buf, src_samples, dest_samples);
done = dest_samples << 1;
}
//! TODO: remove this later and add STEREO support with two voices, for now we convert to MONO
if(IsStereo())
{
s16* monoBuf = (s16*)write_buf;
done = done >> 1;
for(s32 i = 0; i < done; i++)
monoBuf[i] = monoBuf[i << 1];
}
DCFlushRange(write_buf, done);
SoundBuffer.SetBufferSize(whichLoad, done);
SoundBuffer.SetBufferReady(whichLoad, true);
if(++whichLoad >= SoundBuffer.Size())
whichLoad = 0;
}
// check if next in queue needs to be filled as well and do so
if(!SoundBuffer.IsBufferReady(whichLoad))
Decode();
Decoding = false;
}