Select input buffer 1 if needed, and hookup sequence offset.
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@ -362,7 +362,7 @@ void AudioSystem::ProcessXmaContext(XMAContext& context, XMAContextData& data) {
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while (data.output_buffer_valid) {
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while (data.output_buffer_valid) {
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// Check the output buffer - we cannot decode anything else if it's
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// Check the output buffer - we cannot decode anything else if it's
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// unavailable.
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// unavailable.
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// Output buffers are in frames.
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// Output buffers are in raw PCM samples, 256 bytes per block.
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uint32_t output_size_bytes = data.output_buffer_block_count * 256;
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uint32_t output_size_bytes = data.output_buffer_block_count * 256;
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uint32_t output_offset_bytes = data.output_buffer_write_offset * 256;
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uint32_t output_offset_bytes = data.output_buffer_write_offset * 256;
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uint32_t output_remaining_bytes = output_size_bytes - output_offset_bytes;
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uint32_t output_remaining_bytes = output_size_bytes - output_offset_bytes;
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@ -423,24 +423,39 @@ void AudioSystem::ProcessXmaContext(XMAContext& context, XMAContextData& data) {
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}
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}
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int channels = data.is_stereo ? 2 : 1;
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int channels = data.is_stereo ? 2 : 1;
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// See if we've finished with the input
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// See if we've finished with the input.
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// TODO - Probably need to move this, I think it might skip the very
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// Block count is in packets, so expand by packet size.
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// last packet (see the call to PreparePacket)
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uint32_t input_size_0_bytes =
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// Block count is in frames, so expand by
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(data.input_buffer_0_block_count) * 2048;
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// samples_per_frame*bytes_per_sample*bits_per_byte.
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uint32_t input_size_1_bytes =
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uint32_t input_size_bytes =
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(data.input_buffer_1_block_count) * 2048;
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(data.input_buffer_0_block_count + data.input_buffer_1_block_count) *
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2048;
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// Total input size
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uint32_t input_size_bytes = input_size_0_bytes + input_size_1_bytes;
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// Input read offset is in bits. Typically starts at 32 (4 bytes).
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// Input read offset is in bits. Typically starts at 32 (4 bytes).
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uint32_t input_offset_bytes =
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// "Sequence" offset - used internally for WMA Pro decoder.
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// Just the read offset.
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uint32_t seq_offset_bytes =
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(data.input_buffer_read_offset & ~0x7FF) / 8;
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(data.input_buffer_read_offset & ~0x7FF) / 8;
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if (input_offset_bytes < input_size_bytes) {
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if (seq_offset_bytes < input_size_bytes) {
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// Setup input offset and input buffer.
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uint32_t input_offset_bytes = seq_offset_bytes;
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auto input_buffer = in0;
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if (seq_offset_bytes >= input_size_0_bytes) {
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// Size overlap, select input buffer 1.
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input_offset_bytes -= input_size_0_bytes;
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input_buffer = in1;
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}
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// Still have data to read.
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// Still have data to read.
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// TODO: Select input buffer 1 if necessary.
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auto packet = input_buffer + input_offset_bytes;
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auto packet = in0 + input_offset_bytes;
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context.decoder->PreparePacket(packet, seq_offset_bytes, 2048,
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context.decoder->PreparePacket(packet, 2048, sample_rate, channels);
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sample_rate, channels);
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data.input_buffer_read_offset += 2048 * 8;
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data.input_buffer_read_offset += 2048 * 8;
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if (input_offset_bytes + 2048 >= input_size_bytes) {
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if (seq_offset_bytes + 2048 >= input_size_bytes) {
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// Used the last of the data.
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// Used the last of the data.
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data.input_buffer_0_valid = 0;
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data.input_buffer_0_valid = 0;
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data.input_buffer_1_valid = 0;
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data.input_buffer_1_valid = 0;
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@ -515,8 +530,9 @@ void AudioSystem::WriteRegister(uint32_t addr, uint64_t value) {
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XELOGAPU(
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XELOGAPU(
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"AudioSystem: kicking context %d (%d/%d bytes)", context_id,
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"AudioSystem: kicking context %d (%d/%d bytes)", context_id,
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data.input_buffer_read_offset / 8,
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(data.input_buffer_read_offset & ~0x7FF) / 8,
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data.input_buffer_0_block_count * XMAContextData::kBytesPerBlock);
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(data.input_buffer_0_block_count + data.input_buffer_1_block_count)
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* XMAContextData::kBytesPerBlock);
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// Reset valid flags so our audio decoder knows to process this one.
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// Reset valid flags so our audio decoder knows to process this one.
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data.input_buffer_0_valid = data.input_buffer_0_ptr != 0;
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data.input_buffer_0_valid = data.input_buffer_0_ptr != 0;
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