Esempio n. 1
0
void ModMp3::run()
{
	SDL_AudioSpec desired, obtained, hardwareSpec;
	
	// setting the audio format
	desired.freq = 22050;
	desired.format = AUDIO_S16;
	desired.channels = 2;
	desired.samples = 1024;
	desired.callback = playBuffer;
	desired.userdata = NULL;
	
	SDL_Init(SDL_INIT_AUDIO);
	SDL_OpenAudio(&desired, &obtained); hardwareSpec = obtained;
	
	// Initialize madxlib
	madx_init(out_buffer, &mxhouse);
	
	// open the files
	in_file = fopen( m_fileToPlay.toAscii().data(), "rb");
	out_file = fopen("/test.pcm", "wb");

	SDL_PauseAudio( 0 );	
	while ( (false == m_haveToStop) && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING) )
		SDL_Delay(1000);
	
	// clean-up
	madx_deinit( &mxhouse );
	
	fclose( in_file );
	fclose( out_file );

SDL_CloseAudio();
SDL_Quit();
}
Esempio n. 2
0
MP3Codec::MP3Codec()
{
  m_SampleRate = 0;
  m_Channels = 0;
  m_BitsPerSample = 0;
  m_TotalTime = 0;
  m_Bitrate = 0;
  m_CodecName = "mp3";

  // mp3 related
  m_CallAgainWithSameBuffer = false;
  m_readRetries = 5;
  m_lastByteOffset = 0;
  m_InputBufferSize = 64*1024;         // 64k is a reasonable amount, considering that we actual are
                                       // using a background reader thread now that caches in advance.
  m_InputBuffer = new BYTE[m_InputBufferSize];
  m_InputBufferPos = 0;

  memset(&m_Formatdata,0,sizeof(m_Formatdata));
  m_DataFormat = AE_FMT_FLOAT;

  // create our output buffer
  m_OutputBufferSize = OUTPUTFRAMESIZE * 4;        // enough for 4 frames
  m_OutputBuffer = new BYTE[m_OutputBufferSize];
  m_OutputBufferPos = 0;
  m_Decoding = false;
  m_IgnoreFirst = true; // we want to be gapless
  m_IgnoredBytes = 0;
  m_IgnoreLast = true;
  m_eof = false;

  // VBR stuff
  m_iSeekOffsets = 0;
  m_fTotalDuration = 0.0f;
  m_SeekOffset = NULL;
  m_iFirstSample = 0;
  m_iLastSample = 0;

  memset(&mxhouse, 0, sizeof(madx_house));
  memset(&mxstat,  0, sizeof(madx_stat));
  mxsig = ERROR_OCCURED;
  
  m_HaveData = false;
  flushcnt = 0;

  if (m_dll.Load())
    madx_init(&mxhouse);
}