Files
ppsspp/Core/HW/SimpleAudioDec.cpp
T
Unknown W. Brackets f1eaf9dc0e Mp3: Don't change buffer accounting until add.
If we just ask what we should add, that is meant to stay static until we
do actually add it.

This also reduces the max we ask for at a time, which better matches
correct behavior and might impact game behavior.
2019-04-23 20:18:16 -07:00

506 lines
12 KiB
C++

// 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/.
#include <algorithm>
#include "Core/Config.h"
#include "Core/HLE/FunctionWrappers.h"
#include "Core/HW/SimpleAudioDec.h"
#include "Core/HW/MediaEngine.h"
#include "Core/HW/BufferQueue.h"
#ifdef USE_FFMPEG
extern "C" {
#include "libavformat/avformat.h"
#include "libswresample/swresample.h"
#include "libavutil/samplefmt.h"
}
#endif // USE_FFMPEG
int SimpleAudio::GetAudioCodecID(int audioType) {
#ifdef USE_FFMPEG
switch (audioType) {
case PSP_CODEC_AAC:
return AV_CODEC_ID_AAC;
case PSP_CODEC_AT3:
return AV_CODEC_ID_ATRAC3;
case PSP_CODEC_AT3PLUS:
return AV_CODEC_ID_ATRAC3P;
case PSP_CODEC_MP3:
return AV_CODEC_ID_MP3;
default:
return AV_CODEC_ID_NONE;
}
#else
return 0;
#endif // USE_FFMPEG
}
SimpleAudio::SimpleAudio(int audioType, int sample_rate, int channels)
: ctxPtr(0xFFFFFFFF), audioType(audioType), sample_rate_(sample_rate), channels_(channels),
outSamples(0), srcPos(0), wanted_resample_freq(44100), frame_(0), codec_(0), codecCtx_(0), swrCtx_(0),
codecOpen_(false) {
Init();
}
void SimpleAudio::Init() {
#ifdef USE_FFMPEG
avcodec_register_all();
av_register_all();
InitFFmpeg();
frame_ = av_frame_alloc();
// Get Audio Codec ctx
int audioCodecId = GetAudioCodecID(audioType);
if (!audioCodecId) {
ERROR_LOG(ME, "This version of FFMPEG does not support Audio codec type: %08x. Update your submodule.", audioType);
return;
}
// Find decoder
codec_ = avcodec_find_decoder((AVCodecID)audioCodecId);
if (!codec_) {
// Eh, we shouldn't even have managed to compile. But meh.
ERROR_LOG(ME, "This version of FFMPEG does not support AV_CODEC_ctx for audio (%s). Update your submodule.", GetCodecName(audioType));
return;
}
// Allocate codec context
codecCtx_ = avcodec_alloc_context3(codec_);
if (!codecCtx_) {
ERROR_LOG(ME, "Failed to allocate a codec context");
return;
}
codecCtx_->channels = channels_;
codecCtx_->channel_layout = channels_ == 2 ? AV_CH_LAYOUT_STEREO : AV_CH_LAYOUT_MONO;
codecCtx_->sample_rate = sample_rate_;
codecOpen_ = false;
#endif // USE_FFMPEG
}
bool SimpleAudio::OpenCodec(int block_align) {
#ifdef USE_FFMPEG
// Some versions of FFmpeg require this set. May be set in SetExtraData(), but optional.
// When decoding, we decode by packet, so we know the size.
if (codecCtx_->block_align == 0) {
codecCtx_->block_align = block_align;
}
AVDictionary *opts = 0;
int retval = avcodec_open2(codecCtx_, codec_, &opts);
if (retval < 0) {
ERROR_LOG(ME, "Failed to open codec: retval = %i", retval);
}
av_dict_free(&opts);
codecOpen_ = true;
return retval >= 0;
#else
return false;
#endif // USE_FFMPEG
}
void SimpleAudio::SetExtraData(u8 *data, int size, int wav_bytes_per_packet) {
#ifdef USE_FFMPEG
if (codecCtx_) {
codecCtx_->extradata = (uint8_t *)av_mallocz(size);
codecCtx_->extradata_size = size;
codecCtx_->block_align = wav_bytes_per_packet;
codecOpen_ = false;
if (data != nullptr) {
memcpy(codecCtx_->extradata, data, size);
}
}
#endif
}
void SimpleAudio::SetChannels(int channels) {
if (channels_ == channels) {
// Do nothing, already set.
return;
}
#ifdef USE_FFMPEG
if (codecOpen_) {
ERROR_LOG(ME, "Codec already open, cannot change channels");
} else {
channels_ = channels;
codecCtx_->channels = channels_;
codecCtx_->channel_layout = channels_ == 2 ? AV_CH_LAYOUT_STEREO : AV_CH_LAYOUT_MONO;
}
#endif
}
SimpleAudio::~SimpleAudio() {
#ifdef USE_FFMPEG
swr_free(&swrCtx_);
av_frame_free(&frame_);
#if LIBAVCODEC_VERSION_INT >= AV_VERSION_INT(55, 52, 0)
avcodec_free_context(&codecCtx_);
#else
// Future versions may add other things to free, but avcodec_free_context didn't exist yet here.
avcodec_close(codecCtx_);
av_freep(&codecCtx_->extradata);
av_freep(&codecCtx_->subtitle_header);
av_freep(&codecCtx_);
#endif
codec_ = 0;
#endif // USE_FFMPEG
}
bool SimpleAudio::IsOK() const {
#ifdef USE_FFMPEG
return codec_ != 0;
#else
return 0;
#endif
}
bool SimpleAudio::Decode(void *inbuf, int inbytes, uint8_t *outbuf, int *outbytes) {
#ifdef USE_FFMPEG
if (!codecOpen_) {
OpenCodec(inbytes);
}
AVPacket packet;
av_init_packet(&packet);
packet.data = static_cast<uint8_t *>(inbuf);
packet.size = inbytes;
int got_frame = 0;
av_frame_unref(frame_);
*outbytes = 0;
srcPos = 0;
int len = avcodec_decode_audio4(codecCtx_, frame_, &got_frame, &packet);
#if LIBAVCODEC_VERSION_INT >= AV_VERSION_INT(57, 12, 100)
av_packet_unref(&packet);
#else
av_free_packet(&packet);
#endif
if (len < 0) {
ERROR_LOG(ME, "Error decoding Audio frame (%i bytes): %i (%08x)", inbytes, len, len);
return false;
}
// get bytes consumed in source
srcPos = len;
if (got_frame) {
// Initializing the sample rate convert. We will use it to convert float output into int.
int64_t wanted_channel_layout = AV_CH_LAYOUT_STEREO; // we want stereo output layout
int64_t dec_channel_layout = frame_->channel_layout; // decoded channel layout
if (!swrCtx_) {
swrCtx_ = swr_alloc_set_opts(
swrCtx_,
wanted_channel_layout,
AV_SAMPLE_FMT_S16,
wanted_resample_freq,
dec_channel_layout,
codecCtx_->sample_fmt,
codecCtx_->sample_rate,
0,
NULL);
if (!swrCtx_ || swr_init(swrCtx_) < 0) {
ERROR_LOG(ME, "swr_init: Failed to initialize the resampling context");
avcodec_close(codecCtx_);
codec_ = 0;
return false;
}
}
// convert audio to AV_SAMPLE_FMT_S16
int swrRet = swr_convert(swrCtx_, &outbuf, frame_->nb_samples, (const u8 **)frame_->extended_data, frame_->nb_samples);
if (swrRet < 0) {
ERROR_LOG(ME, "swr_convert: Error while converting: %d", swrRet);
return false;
}
// output samples per frame, we should *2 since we have two channels
outSamples = swrRet * 2;
// each sample occupies 2 bytes
*outbytes = outSamples * 2;
// Save outbuf into pcm audio, you can uncomment this line to save and check the decoded audio into pcm file.
// SaveAudio("dump.pcm", outbuf, *outbytes);
}
return true;
#else
// Zero bytes output. No need to memset.
*outbytes = 0;
return true;
#endif // USE_FFMPEG
}
int SimpleAudio::GetOutSamples() {
return outSamples;
}
int SimpleAudio::GetSourcePos() {
return srcPos;
}
void AudioClose(SimpleAudio **ctx) {
#ifdef USE_FFMPEG
delete *ctx;
*ctx = 0;
#endif // USE_FFMPEG
}
static const char *const codecNames[4] = {
"AT3+", "AT3", "MP3", "AAC",
};
const char *GetCodecName(int codec) {
if (codec >= PSP_CODEC_AT3PLUS && codec <= PSP_CODEC_AAC) {
return codecNames[codec - PSP_CODEC_AT3PLUS];
} else {
return "(unk)";
}
};
bool IsValidCodec(int codec){
if (codec >= PSP_CODEC_AT3PLUS && codec <= PSP_CODEC_AAC) {
return true;
}
return false;
}
// sceAu module starts from here
AuCtx::AuCtx() {
decoder = NULL;
startPos = 0;
endPos = 0;
LoopNum = -1;
AuBuf = 0;
AuBufSize = 2048;
PCMBuf = 0;
PCMBufSize = 2048;
AuBufAvailable = 0;
SamplingRate = 44100;
freq = SamplingRate;
BitRate = 0;
Channels = 2;
Version = 0;
SumDecodedSamples = 0;
MaxOutputSample = 0;
askedReadSize = 0;
audioType = 0;
FrameNum = 0;
};
AuCtx::~AuCtx(){
if (decoder){
AudioClose(&decoder);
decoder = NULL;
}
};
// return output pcm size, <0 error
u32 AuCtx::AuDecode(u32 pcmAddr)
{
if (!Memory::IsValidAddress(pcmAddr)){
ERROR_LOG(ME, "%s: output bufferAddress %08x is invalctx", __FUNCTION__, pcmAddr);
return -1;
}
auto outbuf = Memory::GetPointer(PCMBuf);
memset(outbuf, 0, PCMBufSize); // important! empty outbuf to avoid noise
u32 outpcmbufsize = 0;
int repeat = 1;
if (g_Config.bSoundSpeedHack){
repeat = 2;
}
int i = 0;
// decode frames in sourcebuff and output into PCMBuf (each time, we decode one or two frames)
// some games as Miku like one frame each time, some games like DOA like two frames each time
while (sourcebuff.size() > 0 && outpcmbufsize < PCMBufSize && i < repeat){
i++;
int pcmframesize;
// decode
decoder->Decode((void*)sourcebuff.c_str(), (int)sourcebuff.size(), outbuf, &pcmframesize);
if (pcmframesize == 0){
// no output pcm, we are at the end of the stream
AuBufAvailable = 0;
sourcebuff.clear();
if (LoopNum != 0){
// if we loop, reset readPos
readPos = startPos;
}
break;
}
// count total output pcm size
outpcmbufsize += pcmframesize;
// count total output samples
SumDecodedSamples += decoder->GetOutSamples();
// get consumed source length
int srcPos = decoder->GetSourcePos();
// remove the consumed source
sourcebuff.erase(0, srcPos);
// reduce the available Aubuff size
// (the available buff size is now used to know if we can read again from file and how many to read)
AuBufAvailable -= srcPos;
// move outbuff position to the current end of output
outbuf += pcmframesize;
// increase FrameNum count
FrameNum++;
}
Memory::Write_U32(PCMBuf, pcmAddr);
return outpcmbufsize;
}
u32 AuCtx::AuGetLoopNum()
{
return LoopNum;
}
u32 AuCtx::AuSetLoopNum(int loop)
{
LoopNum = loop;
return 0;
}
// return 1 to read more data stream, 0 don't read
int AuCtx::AuCheckStreamDataNeeded()
{
// if we have no available Au buffer, and the current read position in source file is not the end of stream, then we can read
if (AuBufAvailable < (int)AuBufSize && readPos < (int)endPos){
return 1;
}
return 0;
}
// check how many bytes we have read from source file
u32 AuCtx::AuNotifyAddStreamData(int size) {
if (askedReadSize != 0) {
// Old save state, numbers already adjusted.
int diffsize = size - askedReadSize;
// Notify the real read size
if (diffsize != 0) {
readPos += diffsize;
AuBufAvailable += diffsize;
}
askedReadSize = 0;
} else {
readPos += size;
AuBufAvailable += size;
}
if (Memory::IsValidRange(AuBuf, size)) {
sourcebuff.append((const char *)Memory::GetPointer(AuBuf), size);
}
if (readPos >= (int)endPos && LoopNum != 0) {
// if we need loop, reset readPos
readPos = startPos;
// reset LoopNum
if (LoopNum > 0){
LoopNum--;
}
}
return 0;
}
// read from stream position srcPos of size bytes into buff
// buff, size and srcPos are all pointers
u32 AuCtx::AuGetInfoToAddStreamData(u32 bufPtr, u32 sizePtr, u32 srcPosPtr) {
int readsize;
int offset = 0;
if (audioType == PSP_CODEC_MP3) {
// Account for the workarea.
offset = 0x05c0;
// The endPos and readPos are not considered, except when you've read to the end.
readsize = (int)AuBufSize - AuBufAvailable - offset;
if (readPos >= endPos)
readsize = 0;
} else {
// TODO: Untested. Maybe similar to MP3.
readsize = std::min((int)AuBufSize - AuBufAvailable, (int)endPos - readPos);
}
// we can recharge AuBuf from its beginning
if (readsize != 0) {
if (Memory::IsValidAddress(bufPtr))
Memory::Write_U32(AuBuf, bufPtr);
if (Memory::IsValidAddress(sizePtr))
Memory::Write_U32(readsize, sizePtr);
if (Memory::IsValidAddress(srcPosPtr))
Memory::Write_U32(readPos, srcPosPtr);
} else {
if (Memory::IsValidAddress(bufPtr))
Memory::Write_U32(0, bufPtr);
if (Memory::IsValidAddress(sizePtr))
Memory::Write_U32(0, sizePtr);
if (Memory::IsValidAddress(srcPosPtr))
Memory::Write_U32(0, srcPosPtr);
}
// Just for old save states.
askedReadSize = 0;
return 0;
}
u32 AuCtx::AuResetPlayPositionByFrame(int position) {
readPos = position;
return 0;
}
u32 AuCtx::AuResetPlayPosition() {
readPos = startPos;
return 0;
}
void AuCtx::DoState(PointerWrap &p) {
auto s = p.Section("AuContext", 0, 1);
if (!s)
return;
p.Do(startPos);
p.Do(endPos);
p.Do(AuBuf);
p.Do(AuBufSize);
p.Do(PCMBuf);
p.Do(PCMBufSize);
p.Do(freq);
p.Do(SumDecodedSamples);
p.Do(LoopNum);
p.Do(Channels);
p.Do(MaxOutputSample);
p.Do(readPos);
p.Do(audioType);
p.Do(BitRate);
p.Do(SamplingRate);
p.Do(askedReadSize);
int dummy = 0;
p.Do(dummy);
p.Do(FrameNum);
if (p.mode == p.MODE_READ) {
decoder = new SimpleAudio(audioType);
AuBufAvailable = 0; // reset to read from file at position readPos
}
}