VIDEO: Remove the need to call updateAudioBuffer() externally for QuickTime
svn-id: r54929
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parent
1ead0d8436
commit
98a2bc8a9a
3 changed files with 37 additions and 15 deletions
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@ -223,9 +223,6 @@ bool VideoManager::updateBackgroundMovies() {
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}
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}
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}
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// Update the audio buffer too
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_videoStreams[i]->updateAudioBuffer();
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}
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// Return true if we need to update the screen
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@ -226,6 +226,9 @@ const Surface *QuickTimeDecoder::decodeNextFrame() {
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_curFrame++;
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_nextFrameStartTime += getFrameDuration();
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// Update the audio while we're at it
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updateAudioBuffer();
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// Get the next packet
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uint32 descId;
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Common::SeekableReadStream *frameData = getNextFramePacket(descId);
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@ -1277,23 +1280,49 @@ Audio::AudioStream *QuickTimeDecoder::createAudioStream(Common::SeekableReadStre
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return NULL;
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}
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uint32 QuickTimeDecoder::getAudioChunkSampleCount(uint chunk) {
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if (_audioStreamIndex < 0)
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return 0;
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uint32 sampleCount = 0;
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for (uint32 j = 0; j < _streams[_audioStreamIndex]->sample_to_chunk_sz; j++)
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if (chunk >= (_streams[_audioStreamIndex]->sample_to_chunk[j].first - 1))
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sampleCount = _streams[_audioStreamIndex]->sample_to_chunk[j].count;
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return sampleCount;
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}
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void QuickTimeDecoder::updateAudioBuffer() {
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if (!_audStream)
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return;
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STSDEntry *entry = &_streams[_audioStreamIndex]->stsdEntries[0];
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// Calculate the amount of chunks we need in memory until the next frame
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uint32 timeToNextFrame = getTimeToNextFrame();
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uint32 numberOfChunksNeeded = 0;
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uint32 timeFilled = 0;
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uint32 curAudioChunk = _curAudioChunk - _audStream->numQueuedStreams();
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for (; timeFilled < timeToNextFrame && curAudioChunk < _streams[_audioStreamIndex]->chunk_count; numberOfChunksNeeded++, curAudioChunk++) {
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uint32 sampleCount = getAudioChunkSampleCount(curAudioChunk);
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assert(sampleCount);
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timeFilled += sampleCount * 1000 / entry->sampleRate;
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}
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// Add a couple extra to ensure we don't underrun
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numberOfChunksNeeded += 3;
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// Keep three streams in buffer so that if/when the first two end, it goes right into the next
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for (; _audStream->numQueuedStreams() < 3 && _curAudioChunk < _streams[_audioStreamIndex]->chunk_count; _curAudioChunk++) {
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for (; _audStream->numQueuedStreams() < numberOfChunksNeeded && _curAudioChunk < _streams[_audioStreamIndex]->chunk_count; _curAudioChunk++) {
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Common::MemoryWriteStreamDynamic *wStream = new Common::MemoryWriteStreamDynamic();
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_fd->seek(_streams[_audioStreamIndex]->chunk_offsets[_curAudioChunk]);
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// First, we have to get the sample count
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uint32 sampleCount = 0;
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for (uint32 j = 0; j < _streams[_audioStreamIndex]->sample_to_chunk_sz; j++)
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if (_curAudioChunk >= (_streams[_audioStreamIndex]->sample_to_chunk[j].first - 1))
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sampleCount = _streams[_audioStreamIndex]->sample_to_chunk[j].count;
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uint32 sampleCount = getAudioChunkSampleCount(_curAudioChunk);
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assert(sampleCount);
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// Then calculate the right sizes
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@ -116,13 +116,7 @@ public:
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// RewindableVideoDecoder API
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void rewind();
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// TODO: This audio function need to be removed from the public and/or added to
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// the VideoDecoder API directly. I plan on replacing this function with something
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// that can figure out how much audio is needed instead of constantly keeping two
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// chunks in memory.
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void updateAudioBuffer();
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protected:
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private:
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// This is the file handle from which data is read from. It can be the actual file handle or a decompressed stream.
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Common::SeekableReadStream *_fd;
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@ -245,6 +239,8 @@ protected:
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Audio::QueuingAudioStream *_audStream;
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void startAudio();
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void stopAudio();
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void updateAudioBuffer();
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uint32 getAudioChunkSampleCount(uint chunk);
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int8 _audioStreamIndex;
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uint _curAudioChunk;
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Audio::SoundHandle _audHandle;
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