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501 lines
12 KiB
501 lines
12 KiB
/*
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base class for splay mp3 decoder
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Copyright (C) 2000 Martin Vogt
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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 Library General Public License as published by
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the Free Software Foundation.
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For more information look at the file COPYRIGHT in this package
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*/
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#include "splayPlayObject_impl.h"
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#include "../mpeglib/lib/splay/splayDecoder.h"
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#include "../mpeglib/lib/frame/audioFrameQueue.h"
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#include "../mpeglib/lib/splay/mpegAudioFrame.h"
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#include "debug.h"
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#define INPUT_SIZE 8192
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/**
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Problems with streaming, which must be solved:
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==============================================
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Deadlocks. I think we cannot have sync streams
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for input/output.
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This example is an OLD style PlayObject. (it uses sync streams)
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The task is to convert this into an async PlayObject.
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What does this PlayObject do:
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-----------------------------
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Current:
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It reads data from a file and insert it
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into a queue.
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Future:
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A "remote" sender of raw data, can test how much
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bytes he can insert into the "framer".
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If the framer produces a frame, we decode it,
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and send an async dataPacket out.
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(Then the frameQueue is not necessary anymore -IMHO)
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*/
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SplayPlayObject_impl::SplayPlayObject_impl() {
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flpos=0.0;
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splay=new SplayDecoder();
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frameQueue= new AudioFrameQueue(10,MP3FRAMESIZE,_FRAME_AUDIO_FLOAT);
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framer=new MpegAudioFrame();
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arts_debug("outputStream created");
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_state=Arts::posIdle;
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file=NULL;
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lStreaming=false;
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resampleBuffer=NULL;
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resampleBufferSize=0;
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currentPacket=NULL;
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currentPos=0;
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// ok, we store packets here. Someday I should make this a template.
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// use STL? maybe.
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packetQueue=new FrameQueue(10);
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// Note: The inputbuffer must NOT NOT NOT be on the stack!
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inputbuffer=new unsigned char[INPUT_SIZE];
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}
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SplayPlayObject_impl::~SplayPlayObject_impl() {
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arts_debug("~SplayPlayObject_impl -s");
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delete splay;
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delete frameQueue;
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delete framer;
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arts_debug("~SplayPlayObject_impl -e");
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if (resampleBuffer != NULL) {
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delete resampleBuffer;
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}
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//
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// arts wants to free the packets and packetQueue too.
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// so we dequeue all packets here, before deleting packetQueue
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// otherwise we call delete on the packets twice.
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//
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while (packetQueue->getFillgrade() > 0) packetQueue->dequeue();
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// now delete the (empty) queue
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delete packetQueue;
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delete [] inputbuffer;
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}
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bool SplayPlayObject_impl::loadMedia(const string &filename) {
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arts_debug("loadMedia");
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if (file != NULL) {
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arts_fatal("~SplayPlayObject_impl already loaded");
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}
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lStreaming=false;
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file=fopen(filename.c_str(),"r");
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if (file == NULL) {
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arts_debug("splay cannot open file");
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return false;
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}
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flpos=0.0;
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return true;
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}
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bool SplayPlayObject_impl::streamMedia(Arts::InputStream instream) {
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arts_debug("streamMedia");
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lStreaming=true;
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currentStream = instream;
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Arts::StreamPlayObject self = Arts::StreamPlayObject::_from_base(_copy());
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connect(currentStream, "outdata", self);
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return true;
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}
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void SplayPlayObject_impl::process_indata(Arts::DataPacket<Arts::mcopbyte> *inpacket) {
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arts_debug("receiving packet");
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packetQueue->enqueue((Frame*)inpacket);
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if (packetQueue->getFillgrade() == 1) {
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currentPos=0;
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}
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processQueue();
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}
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void SplayPlayObject_impl::processQueue() {
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unsigned char* ptr;
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if (packetQueue->getFillgrade() == 0) {
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return;
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}
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Arts::DataPacket<Arts::mcopbyte>* currentPacket;
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currentPacket=(Arts::DataPacket<Arts::mcopbyte>*) packetQueue->peekqueue(0);
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int rest=currentPacket->size-currentPos;
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int cnt=0;
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while( (rest > 0) && (frameQueue->emptyQueueCanRead()) ) {
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int state=framer->getState();
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switch(state) {
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case FRAME_NEED: {
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int bytes=framer->canStore();
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ptr=currentPacket->contents+currentPos;
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// don't read beyond the packet.
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if (bytes >= rest) {
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bytes=rest;
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// we must copy this, because we can commit a packet,
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// which then deletes the pointer to the packet.
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// but the framer still wants to access the data, later!
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if (bytes > INPUT_SIZE) {
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cout << "inputbuffer too small"<<endl;
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exit(0);
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}
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memcpy(inputbuffer,ptr,bytes);
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ptr=inputbuffer;
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}
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framer->store(ptr,bytes);
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currentPos+=bytes;
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rest-=bytes;
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break;
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}
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case FRAME_WORK:
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framer->work();
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break;
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case FRAME_HAS:{
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AudioFrame* emptyFrame= frameQueue->emptyQueueDequeue();
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if (splay->decode(framer->outdata(),framer->len(),emptyFrame)==true) {
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frameQueue->dataQueueEnqueue(emptyFrame);
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cnt++;
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}
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break;
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}
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default:
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cout << "unknown state in mpeg audio framing"<<endl;
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exit(0);
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}
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}
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//cout << "rest-last:"<<rest<<" cnt:"<<cnt<<endl;
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if (rest == 0) {
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arts_debug("packet processed");
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currentPacket->processed();
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packetQueue->dequeue();
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currentPos=0;
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}
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}
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string SplayPlayObject_impl::description() {
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arts_debug("description [GET1]");
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string back;
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return back;
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}
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void SplayPlayObject_impl::description(const string &) {
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arts_debug("description [GET2]");
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}
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Arts::poTime SplayPlayObject_impl::currentTime() {
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Arts::poTime time;
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return time;
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}
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Arts::poTime SplayPlayObject_impl::overallTime() {
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Arts::poTime time;
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return time;
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}
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Arts::poCapabilities SplayPlayObject_impl::capabilities() {
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arts_debug("capabilities");
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return (Arts::poCapabilities)(Arts::capPause);
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}
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string SplayPlayObject_impl::mediaName() {
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arts_debug("mediaName");
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string back;
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return back;
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}
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Arts::poState SplayPlayObject_impl::state() {
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return _state;
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}
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void SplayPlayObject_impl::play() {
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arts_debug("play:");
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if (file == NULL) {
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arts_debug("file is NULL:");
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if (lStreaming && _state != Arts::posPlaying) {
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currentStream.streamStart();
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_state = Arts::posPlaying;
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}
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} else {
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_state = Arts::posPlaying;
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}
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}
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void SplayPlayObject_impl::seek(const class Arts::poTime& ) {
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arts_debug("SEEK - RESET in decoder.");
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framer->reset();
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// and remove pre-decoded frame:
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frameQueue->clear();
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return;
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}
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void SplayPlayObject_impl::pause() {
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arts_debug("pause");
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_state=Arts::posPaused;
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}
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/*
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*
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* halt() (which the normal programmer would probably refer to as stop())
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* should seek to the beginning and go into the posIdle state, like a just
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* opened PlayObject
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*
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*/
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void SplayPlayObject_impl::halt() {
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arts_debug("halt");
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_state=Arts::posIdle;
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}
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void SplayPlayObject_impl::streamInit() {
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arts_debug("streamInit");
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return;
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}
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void SplayPlayObject_impl::streamStart() {
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arts_debug("streamStart");
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return;
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}
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void SplayPlayObject_impl::calculateBlock(unsigned long wantSamples) {
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unsigned long i;
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unsigned long haveSamples=frameQueue->getLen();
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// the wantSamples*2 takes care that there is enough data
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// even if we have stereo.
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if (haveSamples < wantSamples*2) {
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if (lStreaming) {
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for(i=0;i<wantSamples;i++) {
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left[i] = right[i] = 0.0;
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}
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return;
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}
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// else (file access)
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getMoreSamples(wantSamples*2);
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}
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// Yep, we have enough data
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// now check if we need resampling.
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AudioFrame* audioFrame=frameQueue->getCurrent();
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double wav_samplingRate=(double)audioFrame->getFrequenceHZ();
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/* difference between the sampling rates in percent */
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float diff = fabs(wav_samplingRate-samplingRateFloat) / samplingRateFloat;
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//cout << "wav_samplingRate:"<<wav_samplingRate<<endl;
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/*
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* efficient optimized case:
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* 1. decoder -> float rendering
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* 2. no resampling (i.e. artsd running @ 44100 Hz, playing an 44100 Hz mp3)
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*/
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if(diff < 0.02) {
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// no resample (easy+fast case)
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haveSamples=frameQueue->copy(left,right,wantSamples);
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for(i=haveSamples;i<wantSamples;i++) {
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left[i] = right[i] = 0.0;
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}
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frameQueue->forwardStreamDouble(haveSamples);
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if (lStreaming) {
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processQueue();
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}
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} else {
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/** FIXME: you can use this to implement pitchable playobject **/
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double _speed = 1.0;
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// calculate "how fast" we consume input samples (speed = 2.0 means,
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// we need 2 input samples to generate one output sample)
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double speed = (double)wav_samplingRate/(double)(samplingRateFloat/_speed);
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// calculate how many samples we need to read from the frameQueue to
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// satisfy the request
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long readSamples = long((double)wantSamples*speed+8.0);
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checkResampleBuffer(readSamples*2);
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// read the samples
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// - readSamplesOk contains how much we really got
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// - we put the samples non-interleaved into the resampleBuffer,
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// first the left channel, then the right channel
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long readSamplesOk = frameQueue->copy(&resampleBuffer[0],
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&resampleBuffer[readSamples],
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readSamples);
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// check how many output samples we will be able to generate from that
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long samplesToConvert = long((double)readSamplesOk/speed)-4;
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if(samplesToConvert < 0) samplesToConvert = 0;
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if(samplesToConvert > wantSamples) samplesToConvert = wantSamples;
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// do the conversion
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Arts::interpolate_mono_float_float(samplesToConvert,flpos,speed,
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&resampleBuffer[0],left);
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Arts::interpolate_mono_float_float(samplesToConvert,flpos,speed,
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&resampleBuffer[readSamples],right);
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// calculate where we are now (as floating point position) in our
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// inputsample buffer
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flpos += (double)samplesToConvert * speed;
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// Good - so how many input samples we won't need anymore (for the
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// next request)? Skip them.
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int skip = (int)floor(flpos);
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if(skip)
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{
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frameQueue->forwardStreamDouble(skip);
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flpos = flpos - floor(flpos);
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}
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for(i=samplesToConvert; i<wantSamples; i++) {
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left[i] = right[i] = 0.0;
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}
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if (lStreaming) {
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processQueue();
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}
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}
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// ok, eof stop.
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/*
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if (haveSamples < wantSamples) {
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halt();
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}
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*/
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}
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void SplayPlayObject_impl::streamEnd() {
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arts_debug("streamEnd");
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if (file != NULL) {
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fclose(file);
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file=NULL;
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}
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return;
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}
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void SplayPlayObject_impl::checkResampleBuffer(int size) {
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if (resampleBufferSize != size) {
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if (resampleBuffer != NULL) {
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delete resampleBuffer;
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}
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resampleBuffer = new float[size];
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resampleBufferSize=size;
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}
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}
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//
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// This method shows how we insert data in the framer,
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// decode a frame and store it in the queue.
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// This damned queue is necessary, becasue a sync out
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// stream needs a guranteed streamsize == samples.
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// an async stream would simply send a packet
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// and we are done.
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void SplayPlayObject_impl::getMoreSamples(int needLen) {
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while( (feof(file) == false) && (frameQueue->getLen() < needLen) ) {
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//
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// This switch/case statement "partitions" the fileinput
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// into mp3frames. We directly decode them to pcmFrames.
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//
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//
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// There are three states. One is "I want Input, give me input"
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// The other is "I have enough input, dont' bother me and let
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// me do my work"
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// The last ist "I have a frame here, take care of this, or
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// I will continue with my work"
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int state=framer->getState();
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int cnt=0;
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switch(state) {
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case FRAME_NEED: {
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int bytes=framer->canStore();
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int read=fread(inputbuffer,1,bytes,file);
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if (read != bytes) {
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// read error. reset framer
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framer->reset();
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continue;
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}
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// Note: The inputbuffer must NOT NOT NOT be on the stack!
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framer->store(inputbuffer,bytes);
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break;
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}
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case FRAME_WORK:
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framer->work();
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break;
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case FRAME_HAS:{
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AudioFrame* emptyFrame= frameQueue->emptyQueueDequeue();
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if (splay->decode(framer->outdata(),framer->len(),emptyFrame)==true) {
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frameQueue->dataQueueEnqueue(emptyFrame);
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cnt++;
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}
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break;
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}
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default:
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cout << "unknown state in mpeg audio framing"<<endl;
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exit(0);
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}
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}
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if (feof(file)==true) {
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halt();
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return;
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}
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}
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REGISTER_IMPLEMENTATION(SplayPlayObject_impl);
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// vim:ts=8:sw=2:sts=2
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