Пример #1
0
uint VideoDecoder::FixedRateVideoTrack::getFrameAtTime(const Audio::Timestamp &time) const {
	Common::Rational frameRate = getFrameRate();

	// Easy conversion
	if (frameRate == time.framerate())
		return time.totalNumberOfFrames();

	// Default case
	return (time.totalNumberOfFrames() * frameRate / time.framerate()).toInt();
}
Пример #2
0
uint VideoDecoder::FixedRateVideoTrack::getFrameAtTime(const Audio::Timestamp &time) const {
	Common::Rational frameRate = getFrameRate();

	// Easy conversion
	if (frameRate == time.framerate())
		return time.totalNumberOfFrames();

	// Create the rational based on the time first to hopefully cancel out
	// *something* when multiplying by the frameRate (which can be large in
	// some AVI videos).
	return (Common::Rational(time.totalNumberOfFrames(), time.framerate()) * frameRate).toInt();
}
Пример #3
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;
}
Пример #4
0
bool VideoDecoder::seek(const Audio::Timestamp &time) {
	if (!isSeekable())
		return false;

	// Stop all tracks so they can be seeked
	if (isPlaying())
		stopAudio();

	// Do the actual seeking
	if (!seekIntern(time))
		return false;

	// Seek any external track too
	for (TrackListIterator it = _externalTracks.begin(); it != _externalTracks.end(); it++)
		if (!(*it)->seek(time))
			return false;

	_lastTimeChange = time;

	// Now that we've seeked, start all tracks again
	// Also reset our start time
	if (isPlaying()) {
		startAudio();
		_startTime = g_system->getMillis() - (time.msecs() / _playbackRate).toInt();
	}

	resetPauseStartTime();
	findNextVideoTrack();
	_needsUpdate = true;
	return true;
}
Пример #5
0
bool VideoDecoder::seek(const Audio::Timestamp &time) {
	if (!isSeekable())
		return false;

	// Stop all tracks so they can be seeked
	if (isPlaying())
		stopAudio();

	for (TrackList::iterator it = _tracks.begin(); it != _tracks.end(); it++)
		if (!(*it)->seek(time))
			return false;

	_lastTimeChange = time;

	// Now that we've seeked, start all tracks again
	// Also reset our start time
	if (isPlaying()) {
		startAudio();
		_startTime = g_system->getMillis() - time.msecs();
	}

	resetPauseStartTime();
	_needsUpdate = true;
	return true;
}
Пример #6
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();
}
Пример #7
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;
}
Пример #8
0
void VideoDecoder::setEndTime(const Audio::Timestamp &endTime) {
	Audio::Timestamp startTime = 0;

	if (isPlaying()) {
		startTime = getTime();
		stopAudio();
	}

	_endTime = endTime;
	_endTimeSet = true;

	if (startTime > endTime)
		return;

	if (isPlaying()) {
		// We'll assume the audio track is going to start up at the same time it just was
		// and therefore not do any seeking.
		// Might want to set it anyway if we're seekable.
		startAudioLimit(_endTime.msecs() - startTime.msecs());
		_lastTimeChange = startTime;
	}
}
Пример #9
0
void QuickTimeDecoder::seekToFrame(uint32 frame) {
	assert(_videoTrackIndex >= 0);
	assert(frame < _tracks[_videoTrackIndex]->frameCount);

	// Stop all audio (for now)
	stopAudio();

	// Track down the keyframe
	_curFrame = findKeyFrame(frame) - 1;
	while (_curFrame < (int32)frame - 1)
		decodeNextFrame();

	// Map out the starting point
	_nextFrameStartTime = 0;
	uint32 curFrame = 0;

	for (int32 i = 0; i < _tracks[_videoTrackIndex]->timeToSampleCount && curFrame < frame; i++) {
		for (int32 j = 0; j < _tracks[_videoTrackIndex]->timeToSample[i].count && curFrame < frame; j++) {
			curFrame++;
			_nextFrameStartTime += _tracks[_videoTrackIndex]->timeToSample[i].duration;
		}
	}

	// Adjust the video starting point
	const Audio::Timestamp curVideoTime(0, _nextFrameStartTime, _tracks[_videoTrackIndex]->timeScale);
	_startTime = g_system->getMillis() - curVideoTime.msecs();
	resetPauseStartTime();

	// Adjust the audio starting point
	if (_audioTrackIndex >= 0) {
		_audioStartOffset = curVideoTime;

		// Seek to the new audio location
		setAudioStreamPos(_audioStartOffset);

		// Restart the audio
		startAudio();
	}
}
Пример #10
0
void QuickTimeDecoder::seekToTime(const Audio::Timestamp &time) {
	stopAudio();
	_audioStartOffset = time;

	// Sets all tracks to this time
	for (uint32 i = 0; i < _handlers.size(); i++)
		_handlers[i]->seekToTime(time);

	startAudio();

	// Reset our start time
	_startTime = g_system->getMillis() - time.msecs();
	_setStartTime = true;
	resetPauseStartTime();

	// Reset the next video track too
	_nextVideoTrack = findNextVideoTrack();
	_needUpdate = _nextVideoTrack != 0;
}
Пример #11
0
uint32 SoundManager::getVOCFrame() {
	Audio::Timestamp timestamp = _mixer->getElapsedTime(_soundHandle);
	return timestamp.secs();
}
Пример #12
0
void QuickTimeDecoder::seekToFrame(uint32 frame) {
	assert(_videoStreamIndex >= 0);
	assert(frame < _streams[_videoStreamIndex]->nb_frames);

	// Stop all audio (for now)
	stopAudio();

	// Track down the keyframe
	_curFrame = findKeyFrame(frame) - 1;
	while (_curFrame < (int32)frame - 1)
		decodeNextFrame();

	// Map out the starting point
	_nextFrameStartTime = 0;
	uint32 curFrame = 0;

	for (int32 i = 0; i < _streams[_videoStreamIndex]->stts_count && curFrame < frame; i++) {
		for (int32 j = 0; j < _streams[_videoStreamIndex]->stts_data[i].count && curFrame < frame; j++) {
			curFrame++;
			_nextFrameStartTime += _streams[_videoStreamIndex]->stts_data[i].duration;
		}
	}

	// Adjust the video starting point
	const Audio::Timestamp curVideoTime(0, _nextFrameStartTime, _streams[_videoStreamIndex]->time_scale);
	_startTime = g_system->getMillis() - curVideoTime.msecs();
	resetPauseStartTime();

	// Adjust the audio starting point
	if (_audioStreamIndex >= 0) {
		_audioStartOffset = curVideoTime;

		// Re-create the audio stream
		STSDEntry *entry = &_streams[_audioStreamIndex]->stsdEntries[0];
		_audStream = Audio::makeQueuingAudioStream(entry->sampleRate, entry->channels == 2);

		// First, we need to track down what audio sample we need
		Audio::Timestamp curAudioTime(0, _streams[_audioStreamIndex]->time_scale);
		uint sample = 0;
		bool done = false;
		for (int32 i = 0; i < _streams[_audioStreamIndex]->stts_count && !done; i++) {
			for (int32 j = 0; j < _streams[_audioStreamIndex]->stts_data[i].count; j++) {
				curAudioTime = curAudioTime.addFrames(_streams[_audioStreamIndex]->stts_data[i].duration);

				if (curAudioTime > curVideoTime) {
					done = true;
					break;
				}

				sample++;
			}
		}

		// Now to track down what chunk it's in
		_curAudioChunk = 0;
		uint32 totalSamples = 0;
		for (uint32 i = 0; i < _streams[_audioStreamIndex]->chunk_count; i++, _curAudioChunk++) {
			int sampleToChunkIndex = -1;

			for (uint32 j = 0; j < _streams[_audioStreamIndex]->sample_to_chunk_sz; j++)
				if (i >= _streams[_audioStreamIndex]->sample_to_chunk[j].first)
					sampleToChunkIndex = j;

			assert(sampleToChunkIndex >= 0);

			totalSamples += _streams[_audioStreamIndex]->sample_to_chunk[sampleToChunkIndex].count;

			if (sample < totalSamples) {
				totalSamples -= _streams[_audioStreamIndex]->sample_to_chunk[sampleToChunkIndex].count;
				break;
			}
		}
		
		// Reposition the audio stream
		readNextAudioChunk();
		if (sample != totalSamples) {
			// HACK: Skip a certain amount of samples from the stream
			// (There's got to be a better way to do this!)
			int16 *tempBuffer = new int16[sample - totalSamples];
			_audStream->readBuffer(tempBuffer, sample - totalSamples);
			delete[] tempBuffer;
			debug(3, "Skipping %d audio samples", sample - totalSamples);
		}
		
		// Restart the audio
		startAudio();
	}
}
Пример #13
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;
}
Пример #14
0
void SeekableBinkDecoder::seekToTime(Audio::Timestamp time) {
	// Try to find the last frame that should have been decoded
	Common::Rational frame = time.msecs() * getFrameRate() / 1000;
	seekToFrame(frame.toInt());
}