Esempio n. 1
0
void AVIDecoder::AVIAudioTrack::skipAudio(const Audio::Timestamp &time, const Audio::Timestamp &frameTime) {
	Audio::Timestamp timeDiff = time.convertToFramerate(_wvInfo.samplesPerSec) - frameTime.convertToFramerate(_wvInfo.samplesPerSec);
	int skipFrames = timeDiff.totalNumberOfFrames();

	if (skipFrames <= 0)
		return;

	if (_audStream->isStereo())
		skipFrames *= 2;

	int16 *tempBuffer = new int16[skipFrames];
	_audStream->readBuffer(tempBuffer, skipFrames);
	delete[] tempBuffer;
}
Esempio n. 2
0
void QuickTimeDecoder::VideoTrackHandler::seekToTime(Audio::Timestamp time) {
	// First, figure out what edit we're in
	time = time.convertToFramerate(_parent->timeScale);

	// Continue until we get to where we need to be
	for (_curEdit = 0; !endOfTrack(); _curEdit++)
		if ((uint32)time.totalNumberOfFrames() >= getCurEditTimeOffset() && (uint32)time.totalNumberOfFrames() < getCurEditTimeOffset() + getCurEditTrackDuration())
			break;

	// This track is done
	if (endOfTrack())
		return;

	enterNewEditList(false);

	// One extra check for the end of a track
	if (endOfTrack())
		return;

	// Now we're in the edit and need to figure out what frame we need
	while (getRateAdjustedFrameTime() < (uint32)time.totalNumberOfFrames()) {
		_curFrame++;
		if (_durationOverride >= 0) {
			_nextFrameStartTime += _durationOverride;
			_durationOverride = -1;
		} else {
			_nextFrameStartTime += getFrameDuration();
		}
	}

	// All that's left is to figure out what our starting time is going to be
	// Compare the starting point for the frame to where we need to be
	_holdNextFrameStartTime = getRateAdjustedFrameTime() != (uint32)time.totalNumberOfFrames();

	// If we went past the time, go back a frame
	if (_holdNextFrameStartTime)
		_curFrame--;

	// Handle the keyframe here
	int32 destinationFrame = _curFrame + 1;

	assert(destinationFrame < (int32)_parent->frameCount);
	_curFrame = findKeyFrame(destinationFrame) - 1;
	while (_curFrame < destinationFrame - 1)
		bufferNextFrame();
}
Esempio n. 3
0
int16 ScriptFunctions::sfGetSoundEnergy(int16 argc, int16 *argv) {
	// This is called while in-game voices are played to animate
	// mouths when NPCs are talking
	int result = 0;
	if (_vm->_mixer->isSoundHandleActive(_audioStreamHandle) && _vm->_soundEnergyArray) {
		while (_vm->_soundEnergyIndex < _vm->_soundEnergyArray->size()) {
			SoundEnergyItem *soundEnergyItem = &(*_vm->_soundEnergyArray)[_vm->_soundEnergyIndex];
			const Audio::Timestamp ts = _vm->_mixer->getElapsedTime(_audioStreamHandle);
			if (ts.convertToFramerate(_vm->_soundRate).totalNumberOfFrames() < (int)soundEnergyItem->position) {
				result = soundEnergyItem->energy;
				break;
			}
			_vm->_soundEnergyIndex++;
		}
		if (_vm->_soundEnergyIndex >= _vm->_soundEnergyArray->size())
			result = 0;
	}
	return result;
}
Esempio n. 4
0
bool QuickTimeDecoder::VideoTrackHandler::seek(const Audio::Timestamp &requestedTime) {
	uint32 convertedFrames = requestedTime.convertToFramerate(_decoder->_timeScale).totalNumberOfFrames();
	for (_curEdit = 0; !atLastEdit(); _curEdit++)
		if (convertedFrames >= _parent->editList[_curEdit].timeOffset && convertedFrames < _parent->editList[_curEdit].timeOffset + _parent->editList[_curEdit].trackDuration)
			break;

	// If we did reach the end of the track, break out
	if (atLastEdit())
		return true;

	// If this track is in an empty edit, position us at the next non-empty
	// edit. There's nothing else to do after this.
	if (_parent->editList[_curEdit].mediaTime == -1) {
		while (!atLastEdit() && _parent->editList[_curEdit].mediaTime == -1)
			_curEdit++;

		if (!atLastEdit())
			enterNewEditList(true);

		return true;
	}

	enterNewEditList(false);

	// One extra check for the end of a track
	if (atLastEdit())
		return true;

	// Now we're in the edit and need to figure out what frame we need
	Audio::Timestamp time = requestedTime.convertToFramerate(_parent->timeScale);
	while (getRateAdjustedFrameTime() < (uint32)time.totalNumberOfFrames()) {
		_curFrame++;
		if (_durationOverride >= 0) {
			_nextFrameStartTime += _durationOverride;
			_durationOverride = -1;
		} else {
			_nextFrameStartTime += getFrameDuration();
		}
	}

	// All that's left is to figure out what our starting time is going to be
	// Compare the starting point for the frame to where we need to be
	_holdNextFrameStartTime = getRateAdjustedFrameTime() != (uint32)time.totalNumberOfFrames();

	// If we went past the time, go back a frame. _curFrame before this point is at the frame
	// that should be displayed. This adjustment ensures it is on the frame before the one that
	// should be displayed.
	if (_holdNextFrameStartTime)
		_curFrame--;

	if (_reversed) {
		// Call setReverse again to update
		setReverse(true);
	} else {
		// Handle the keyframe here
		int32 destinationFrame = _curFrame + 1;

		assert(destinationFrame < (int32)_parent->frameCount);
		_curFrame = findKeyFrame(destinationFrame) - 1;
		while (_curFrame < destinationFrame - 1)
			bufferNextFrame();
	}

	return true;
}