Files
commandergenius/project/jni/sdl_sound/decoders/smpeg.c
2011-02-07 12:59:02 +00:00

311 lines
9.9 KiB
C

/*
* SDL_sound -- An abstract sound format decoding API.
* Copyright (C) 2001 Ryan C. Gordon.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/*
* MPEG-1 Layer 3, or simply, "MP3", decoder for SDL_sound.
*
* This driver handles all those highly compressed songs you stole through
* Napster. :) It depends on the SMPEG library for decoding, which can
* be grabbed from: http://www.lokigames.com/development/smpeg.php3
*
* This should also be able to extract the audio stream from an MPEG movie.
*
* There is an alternative MP3 decoder available, called "mpglib", which
* doesn't depend on external libraries (the decoder itself is part of
* SDL_sound), and may be more efficient, but less flexible than SMPEG. YMMV.
*
* Please see the file COPYING in the source's root directory.
*
* This file written by Ryan C. Gordon. (icculus@icculus.org)
*/
#if HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef SOUND_SUPPORTS_SMPEG
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "SDL_sound.h"
#define __SDL_SOUND_INTERNAL__
#include "SDL_sound_internal.h"
#include "smpeg.h"
#include "extra_rwops.h"
static int _SMPEG_init(void);
static void _SMPEG_quit(void);
static int _SMPEG_open(Sound_Sample *sample, const char *ext);
static void _SMPEG_close(Sound_Sample *sample);
static Uint32 _SMPEG_read(Sound_Sample *sample);
static int _SMPEG_rewind(Sound_Sample *sample);
static int _SMPEG_seek(Sound_Sample *sample, Uint32 ms);
static const char *extensions_smpeg[] = { "MP3", "MPEG", "MPG", NULL };
const Sound_DecoderFunctions __Sound_DecoderFunctions_SMPEG =
{
{
extensions_smpeg,
"MPEG-1 Layer 3 audio through SMPEG",
"Ryan C. Gordon <icculus@icculus.org>",
"http://icculus.org/smpeg/"
},
_SMPEG_init, /* init() method */
_SMPEG_quit, /* quit() method */
_SMPEG_open, /* open() method */
_SMPEG_close, /* close() method */
_SMPEG_read, /* read() method */
_SMPEG_rewind, /* rewind() method */
_SMPEG_seek /* seek() method */
};
static int _SMPEG_init(void)
{
return(1); /* always succeeds. */
} /* _SMPEG_init */
static void _SMPEG_quit(void)
{
/* it's a no-op. */
} /* _SMPEG_quit */
static __inline__ void output_version(void)
{
static int first_time = 1;
if (first_time)
{
SMPEG_version v;
SMPEG_VERSION(&v);
SNDDBG(("SMPEG: Compiled against SMPEG v%d.%d.%d.\n",
v.major, v.minor, v.patch));
first_time = 0;
} /* if */
} /* output_version */
static int _SMPEG_open(Sound_Sample *sample, const char *ext)
{
SMPEG *smpeg;
SMPEG_Info smpeg_info;
SDL_AudioSpec spec;
Sound_SampleInternal *internal = (Sound_SampleInternal *) sample->opaque;
SDL_RWops *refCounter;
const char *err = NULL;
output_version();
/*
* If I understand things correctly, MP3 files don't really have any
* magic header we can check for. The MP3 player is expected to just
* pick the first thing that looks like a valid frame and start
* playing from there.
*
* So here's what we do: If the caller insists that this is really
* MP3 we'll take his word for it. Otherwise, use the same test as
* SDL_mixer does and check if the stream starts with something that
* looks like a frame.
*
* A frame begins with 11 bits of frame sync (all bits must be set),
* followed by a two-bit MPEG Audio version ID:
*
* 00 - MPEG Version 2.5 (later extension of MPEG 2)
* 01 - reserved
* 10 - MPEG Version 2 (ISO/IEC 13818-3)
* 11 - MPEG Version 1 (ISO/IEC 11172-3)
*
* Apparently we don't handle MPEG Version 2.5.
*/
if (__Sound_strcasecmp(ext, "MP3") != 0)
{
Uint8 mp3_magic[2];
if (SDL_RWread(internal->rw, mp3_magic, sizeof (mp3_magic), 1) != 1)
BAIL_MACRO("SMPEG: Could not read MP3 magic.", 0);
if (mp3_magic[0] != 0xFF || (mp3_magic[1] & 0xF0) != 0xF0)
BAIL_MACRO("SMPEG: Not an MP3 stream.", 0);
/* If the seek fails, we'll probably miss a frame, but oh well */
SDL_RWseek(internal->rw, -sizeof (mp3_magic), SEEK_CUR);
} /* if */
refCounter = RWops_RWRefCounter_new(internal->rw);
if (refCounter == NULL)
{
SNDDBG(("SMPEG: Failed to create reference counting RWops.\n"));
return(0);
} /* if */
/* replace original RWops. This is safe. Honest. :) */
internal->rw = refCounter;
/*
* increment the refcount, since SMPEG will nuke the RWops if it can't
* accept the contained data...
*/
RWops_RWRefCounter_addRef(refCounter);
smpeg = SMPEG_new_rwops(refCounter, &smpeg_info, 0);
err = SMPEG_error(smpeg);
if (err != NULL)
{
__Sound_SetError(err); /* make a copy before SMPEG_delete()... */
SMPEG_delete(smpeg);
return(0);
} /* if */
if (!smpeg_info.has_audio)
{
SMPEG_delete(smpeg);
BAIL_MACRO("SMPEG: No audio stream found in data.", 0);
} /* if */
SNDDBG(("SMPEG: Accepting data stream.\n"));
SNDDBG(("SMPEG: has_audio == {%s}.\n", smpeg_info.has_audio ? "TRUE" : "FALSE"));
SNDDBG(("SMPEG: has_video == {%s}.\n", smpeg_info.has_video ? "TRUE" : "FALSE"));
SNDDBG(("SMPEG: width == (%d).\n", smpeg_info.width));
SNDDBG(("SMPEG: height == (%d).\n", smpeg_info.height));
SNDDBG(("SMPEG: current_frame == (%d).\n", smpeg_info.current_frame));
SNDDBG(("SMPEG: current_fps == (%f).\n", smpeg_info.current_fps));
SNDDBG(("SMPEG: audio_string == [%s].\n", smpeg_info.audio_string));
SNDDBG(("SMPEG: audio_current_frame == (%d).\n", smpeg_info.audio_current_frame));
SNDDBG(("SMPEG: current_offset == (%d).\n", smpeg_info.current_offset));
SNDDBG(("SMPEG: total_size == (%d).\n", smpeg_info.total_size));
SNDDBG(("SMPEG: current_time == (%f).\n", smpeg_info.current_time));
SNDDBG(("SMPEG: total_time == (%f).\n", smpeg_info.total_time));
SMPEG_enablevideo(smpeg, 0);
SMPEG_enableaudio(smpeg, 1);
SMPEG_loop(smpeg, 0);
SMPEG_wantedSpec(smpeg, &spec);
/*
* One of the MP3s I tried wouldn't work unless I added this line
* to tell SMPEG that yes, it may have the spec it wants.
*/
SMPEG_actualSpec(smpeg, &spec);
sample->actual.format = spec.format;
sample->actual.rate = spec.freq;
sample->actual.channels = spec.channels;
sample->flags = SOUND_SAMPLEFLAG_CANSEEK;
internal->decoder_private = smpeg;
SMPEG_play(smpeg);
return(1);
} /* _SMPEG_open */
static void _SMPEG_close(Sound_Sample *sample)
{
Sound_SampleInternal *internal = (Sound_SampleInternal *) sample->opaque;
SMPEG_delete((SMPEG *) internal->decoder_private);
} /* _SMPEG_close */
static Uint32 _SMPEG_read(Sound_Sample *sample)
{
Uint32 retval;
Sound_SampleInternal *internal = (Sound_SampleInternal *) sample->opaque;
SMPEG *smpeg = (SMPEG *) internal->decoder_private;
/*
* We have to clear the buffer because apparently SMPEG_playAudio()
* will mix the decoded audio with whatever's already in it. Nasty.
*/
memset(internal->buffer, '\0', internal->buffer_size);
retval = SMPEG_playAudio(smpeg, internal->buffer, internal->buffer_size);
if (retval < internal->buffer_size)
{
char *errMsg = SMPEG_error(smpeg);
if (errMsg == NULL)
sample->flags |= SOUND_SAMPLEFLAG_EOF;
else
{
__Sound_SetError(errMsg);
sample->flags |= SOUND_SAMPLEFLAG_ERROR;
} /* else */
} /* if */
return(retval);
} /* _SMPEG_read */
static int _SMPEG_rewind(Sound_Sample *sample)
{
Sound_SampleInternal *internal = (Sound_SampleInternal *) sample->opaque;
SMPEG *smpeg = (SMPEG *) internal->decoder_private;
SMPEGstatus status;
/*
* SMPEG_rewind() really means "stop and rewind", so we may have to
* restart it afterwards.
*/
status = SMPEG_status(smpeg);
SMPEG_rewind(smpeg);
/* EW: I think SMPEG_play() has an independent and unrelated meaning
* to the flag, "SMPEG_PLAYING". This is why the SMPEG_play() call
* is done in the open() function even though the file is not yet
* technically playing. I believe SMPEG_play() must always be active
* because this seems to be what's causing the:
* "Can't rewind after the file has finished playing once" problem,
* because always recalling it here seems to make the problem go away.
*/
/*
if (status == SMPEG_PLAYING)
SMPEG_play(smpeg);
*/
SMPEG_play(smpeg);
return(1);
} /* _SMPEG_rewind */
static int _SMPEG_seek(Sound_Sample *sample, Uint32 ms)
{
Sound_SampleInternal *internal = (Sound_SampleInternal *) sample->opaque;
SMPEG *smpeg = (SMPEG *) internal->decoder_private;
SMPEGstatus status;
/*
* SMPEG_rewind() really means "stop and rewind", so we may have to
* restart it afterwards.
*/
status = SMPEG_status(smpeg);
SMPEG_rewind(smpeg);
SMPEG_skip(smpeg, ((float) ms) / 1000.0);
if (status == SMPEG_PLAYING)
SMPEG_play(smpeg);
return(1);
} /* _SMPEG_seek */
#endif /* SOUND_SUPPORTS_SMPEG */
/* end of smpeg.c ... */