view decoders/smpeg.c @ 474:c66080364dff

Most decoders now report total sample play time, now. Technically, this breaks binary compatibility with the 1.0 branch, since it extends the Sound_Sample struct, but most (all?) programs are just passing pointers allocated by SDL_sound around, and might be okay. Source-level compatibility is not broken...yet! :) --ryan. -------- Original Message -------- Subject: SDL_sound patch: Finding total length of time of sound file. Date: Sun, 26 Jan 2003 09:31:17 -0800 (PST) Hi Ryan, I am working with Eric Wing and helping him modify SDL_sound. AS part of our efforts in improving and enhancing SDL_sound, we like to submit this patch. We modified the codecs to find the total time of a sound file. Below is the explanation of the patch. The patch is appended as an attachment to this email. * MOTIVATION: We needed the ability to get the total play time of a sample (And we noticed that we're not the only ones). Since SDL_sound blocks direct access to the specific decoders, there is no way for a user to know this information short of decoding the whole thing. Because of this, we believe this will be a useful addition, even though the accuracy may not be perfect (subject to each decoder) or the information may not always be available. * CONTRIBUTORS: Wesley Leong (modified the majority of the codecs and verified the results) Eric Wing (showed everyone how to do modify codec, modified mikmod) Wang Lam (modified a handful of codecs, researched into specs and int overflow) Ahilan Anantha (modified a few codecs and helped with integer math) * GENERAL ISSUES: We chose the value to be milliseconds as an Sint32. Milliseconds because that's what Sound_Seek takes as a parameter and -1 to allow for instances/codecs where the value could not be determined. We are not sure if this is the final convention you want, so we are willing to work with you on this. We also expect the total_time field to be set on open and never again modified by SDL_sound. Users may access it directly much like the sample buffer and buffer_size. We thought about recomputing the time on DecodeAll, but since users may seek or decode small chunks first, not all the data may be there. So this is better done by the user. This may be good information to document. Currently, all the main codecs are implemented except for QuickTime.
author Ryan C. Gordon <icculus@icculus.org>
date Sat, 08 May 2004 08:19:50 +0000
parents 45614e2c1c81
children 3e705c9180e5
line wrap: on
line source

/*
 * 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@clutteredmind.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@clutteredmind.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;

    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);

    if (SMPEG_error(smpeg))
    {
        SMPEG_delete(smpeg);
        BAIL_MACRO(SMPEG_error(smpeg), 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;
    sample->total_time = smpeg_info.total_time * 1000;
    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 ... */