mirror of
https://github.com/wiiu-env/libgui.git
synced 2024-12-27 08:41:50 +01:00
226 lines
5.0 KiB
C++
226 lines
5.0 KiB
C++
/****************************************************************************
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* Copyright (C) 2009-2013 Dimok
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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****************************************************************************/
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#include <malloc.h>
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#include <string.h>
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#include <unistd.h>
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#include <dynamic_libs/os_functions.h>
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#include "SoundDecoder.hpp"
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static const u32 FixedPointShift = 15;
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static const u32 FixedPointScale = 1 << FixedPointShift;
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SoundDecoder::SoundDecoder()
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{
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file_fd = NULL;
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Init();
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}
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SoundDecoder::SoundDecoder(const std::string & filepath)
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{
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file_fd = new CFile(filepath, CFile::ReadOnly);
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Init();
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}
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SoundDecoder::SoundDecoder(const u8 * buffer, s32 size)
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{
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file_fd = new CFile(buffer, size);
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Init();
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}
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SoundDecoder::~SoundDecoder()
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{
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ExitRequested = true;
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while(Decoding)
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os_usleep(1000);
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//! lock unlock once to make sure it's really not decoding
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Lock();
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Unlock();
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if(file_fd)
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delete file_fd;
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file_fd = NULL;
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if(ResampleBuffer)
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free(ResampleBuffer);
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}
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void SoundDecoder::Init()
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{
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SoundType = SOUND_RAW;
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SoundBlocks = 8;
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SoundBlockSize = 0x4000;
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ResampleTo48kHz = false;
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CurPos = 0;
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whichLoad = 0;
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Loop = false;
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EndOfFile = false;
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Decoding = false;
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ExitRequested = false;
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SoundBuffer.SetBufferBlockSize(SoundBlockSize);
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SoundBuffer.Resize(SoundBlocks);
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ResampleBuffer = NULL;
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ResampleRatio = 0;
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}
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s32 SoundDecoder::Rewind()
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{
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CurPos = 0;
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EndOfFile = false;
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file_fd->rewind();
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return 0;
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}
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s32 SoundDecoder::Read(u8 * buffer, s32 buffer_size, s32 pos)
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{
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s32 ret = file_fd->read(buffer, buffer_size);
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CurPos += ret;
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return ret;
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}
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void SoundDecoder::EnableUpsample(void)
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{
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if( (ResampleBuffer == NULL)
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&& IsStereo() && Is16Bit()
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&& SampleRate != 32000
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&& SampleRate != 48000)
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{
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ResampleBuffer = (u8*)memalign(32, SoundBlockSize);
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ResampleRatio = ( FixedPointScale * SampleRate ) / 48000;
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SoundBlockSize = ( SoundBlockSize * ResampleRatio ) / FixedPointScale;
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SoundBlockSize &= ~0x03;
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// set new sample rate
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SampleRate = 48000;
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}
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}
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void SoundDecoder::Upsample(s16 *src, s16 *dst, u32 nr_src_samples, u32 nr_dst_samples)
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{
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s32 timer = 0;
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for(u32 i = 0, n = 0; i < nr_dst_samples; i += 2)
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{
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if((n+3) < nr_src_samples) {
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// simple fixed point linear interpolation
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dst[i] = src[n] + ( ((src[n+2] - src[n] ) * timer) >> FixedPointShift );
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dst[i+1] = src[n+1] + ( ((src[n+3] - src[n+1]) * timer) >> FixedPointShift );
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}
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else {
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dst[i] = src[n];
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dst[i+1] = src[n+1];
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}
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timer += ResampleRatio;
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if(timer >= (s32)FixedPointScale) {
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n += 2;
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timer -= FixedPointScale;
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}
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}
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}
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void SoundDecoder::Decode()
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{
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if(!file_fd || ExitRequested || EndOfFile)
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return;
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// check if we are not at the pre-last buffer (last buffer is playing)
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u16 whichPlaying = SoundBuffer.Which();
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if( ((whichPlaying == 0) && (whichLoad == SoundBuffer.Size()-2))
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|| ((whichPlaying == 1) && (whichLoad == SoundBuffer.Size()-1))
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|| (whichLoad == (whichPlaying-2)))
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{
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return;
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}
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Decoding = true;
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s32 done = 0;
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u8 * write_buf = SoundBuffer.GetBuffer(whichLoad);
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if(!write_buf)
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{
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ExitRequested = true;
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Decoding = false;
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return;
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}
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if(ResampleTo48kHz && !ResampleBuffer)
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EnableUpsample();
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while(done < SoundBlockSize)
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{
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s32 ret = Read(&write_buf[done], SoundBlockSize-done, Tell());
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if(ret <= 0)
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{
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if(Loop)
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{
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Rewind();
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continue;
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}
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else
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{
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EndOfFile = true;
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break;
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}
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}
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done += ret;
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}
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if(done > 0)
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{
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// check if we need to resample
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if(ResampleBuffer && ResampleRatio)
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{
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memcpy(ResampleBuffer, write_buf, done);
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s32 src_samples = done >> 1;
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s32 dest_samples = ( src_samples * FixedPointScale ) / ResampleRatio;
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dest_samples &= ~0x01;
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Upsample((s16*)ResampleBuffer, (s16*)write_buf, src_samples, dest_samples);
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done = dest_samples << 1;
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}
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//! TODO: remove this later and add STEREO support with two voices, for now we convert to MONO
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if(IsStereo())
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{
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s16* monoBuf = (s16*)write_buf;
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done = done >> 1;
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for(s32 i = 0; i < done; i++)
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monoBuf[i] = monoBuf[i << 1];
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}
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DCFlushRange(write_buf, done);
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SoundBuffer.SetBufferSize(whichLoad, done);
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SoundBuffer.SetBufferReady(whichLoad, true);
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if(++whichLoad >= SoundBuffer.Size())
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whichLoad = 0;
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}
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// check if next in queue needs to be filled as well and do so
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if(!SoundBuffer.IsBufferReady(whichLoad))
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Decode();
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Decoding = false;
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}
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