diff --git a/Core/HLE/AtracCtx.cpp b/Core/HLE/AtracCtx.cpp index 5a4d2211ef..9a9ce6e2d2 100644 --- a/Core/HLE/AtracCtx.cpp +++ b/Core/HLE/AtracCtx.cpp @@ -188,6 +188,8 @@ void AtracBase::UpdateContextFromPSPMem() { // Read in any changes from the game to the context. // TODO: Might be better to just always track in RAM. + // TODO: It's possible that there are more changes we should read. Who knows, + // problem games like FlatOut might poke stuff into the context? bufferState_ = context_->info.state; // This value is actually abused by games to store the SAS voice number. loopNum_ = context_->info.loopNum; @@ -765,7 +767,6 @@ int AtracBase::GetSecondBufferInfo(u32 *fileOffset, u32 *desiredSize) { void Atrac::GetStreamDataInfo(u32 *writePtr, u32 *writableBytes, u32 *readOffset) { u32 calculatedReadOffset; - // TODO: Feels like this should already have been computed? CalculateStreamInfo(&calculatedReadOffset); *writePtr = first_.addr + first_.offset; @@ -776,7 +777,7 @@ void Atrac::GetStreamDataInfo(u32 *writePtr, u32 *writableBytes, u32 *readOffset void Atrac::UpdateBufferState() { if (bufferMaxSize_ >= track_.fileSize) { if (first_.size < track_.fileSize) { - // The buffer is big enough, but we don't have all the data yet. + // The buffer is big enough in RAM, but we don't have all the data yet. bufferState_ = ATRAC_STATUS_HALFWAY_BUFFER; } else { bufferState_ = ATRAC_STATUS_ALL_DATA_LOADED; @@ -793,6 +794,8 @@ void Atrac::UpdateBufferState() { } } +// The game calls this after actually writing data to the buffer, as specified by the return values from GetStreamDataInfo. +// So, we should not have to call CalculateStreamInfo again here (although, might not be a bad idea for safety). int Atrac::AddStreamData(u32 bytesToAdd) { u32 readOffset; CalculateStreamInfo(&readOffset); @@ -963,7 +966,6 @@ u32 Atrac::DecodeData(u8 *outbuf, u32 outbufPtr, u32 *SamplesNum, u32 *finish, i return SCE_ERROR_ATRAC_ALL_DATA_DECODED; } - // TODO: This isn't at all right, but at least it makes the music "last" some time. u32 numSamples = 0; // It seems like the PSP aligns the sample position to 0x800...? @@ -1081,6 +1083,7 @@ u32 Atrac::DecodeData(u8 *outbuf, u32 outbufPtr, u32 *SamplesNum, u32 *finish, i void AtracBase::SetLoopNum(int loopNum) { // Spammed in MHU loopNum_ = loopNum; + // Logic here looks wacky? if (loopNum != 0 && track_.loopinfo.size() == 0) { // Just loop the whole audio // This is a rare modification of track_ after the fact. diff --git a/Core/HLE/AtracCtx.h b/Core/HLE/AtracCtx.h index c5b90fdf17..47ef58304c 100644 --- a/Core/HLE/AtracCtx.h +++ b/Core/HLE/AtracCtx.h @@ -51,6 +51,7 @@ const int PSP_ATRAC_LOOP_STREAM_DATA_IS_ON_MEMORY = -3; // This is not a PSP-native struct. // But, it's stored in its entirety in savestates, which makes it awkward to change it. +// This is used for both first_ and second_, but the latter doesn't use all the fields. struct InputBuffer { // Address of the buffer. u32 addr; @@ -79,6 +80,7 @@ struct AtracLoopInfo { class AudioDecoder; +// This is (mostly) constant info, once a track has been loaded. struct Track { // This both does and doesn't belong in Track - it's fixed for an Atrac instance. Oh well. u32 codecType = 0; @@ -86,10 +88,11 @@ struct Track { // Size of the full track being streamed or played. Can be a lot larger than the in-memory buffer in the streaming modes. u32 fileSize = 0; - // Not really used for much except queries, this keeps track of the bitrate of the track. + // Not really used for much except queries, this keeps track of the bitrate of the track (kbps). u32 bitrate = 64; - // Signifies whether to use a more efficient coding mode with less stereo separation. For our purposes, just metadata. + // Signifies whether to use a more efficient coding mode with less stereo separation. For our purposes, just metadata, + // not actually used in decoding. int jointStereo = 0; // Number of audio channels in the track. @@ -108,10 +111,11 @@ struct Track { // sometimes not. int firstSampleOffset = 0; - // Last sample number. Though, we made it so in Analyze, it's exclusive in the file. + // Last sample number. Inclusive. Though, we made it so that in Analyze, it's exclusive in the file. // Does not take firstSampleOffset into account. int endSample = 0; + // NOTE: The below CAN be written. // Loop configuration. The PSP only supports one loop but we store them all. std::vector loopinfo; // The actual used loop offsets. These appear to be raw offsets, not taking FirstSampleOffset2() into account. @@ -195,6 +199,7 @@ public: outputChannels_ = channels; } + // Refactor? int atracID_ = -1; PSPPointer context_{}; @@ -280,7 +285,9 @@ public: return second_.size; } + // Ask where in memory new data should be written. void GetStreamDataInfo(u32 *writePtr, u32 *writableBytes, u32 *readOffset) override; + // Notify the player that the user has written some new data. int AddStreamData(u32 bytesToAdd) override; u32 AddStreamDataSas(u32 bufPtr, u32 bytesToAdd) override; u32 ResetPlayPosition(int sample, int bytesWrittenFirstBuf, int bytesWrittenSecondBuf) override; @@ -288,6 +295,7 @@ public: int SetData(u32 buffer, u32 readSize, u32 bufferSize, int outputChannels, int successCode) override; u32 SetSecondBuffer(u32 secondBuffer, u32 secondBufferSize) override; u32 DecodeData(u8 *outbuf, u32 outbufPtr, u32 *SamplesNum, u32 *finish, int *remains) override; + // Returns how many samples the next DecodeData will write. u32 GetNextSamples() override; void InitLowLevel(u32 paramsAddr, bool jointStereo) override; diff --git a/Core/HLE/sceAtrac.cpp b/Core/HLE/sceAtrac.cpp index c348a5967b..291335d429 100644 --- a/Core/HLE/sceAtrac.cpp +++ b/Core/HLE/sceAtrac.cpp @@ -40,14 +40,14 @@ // Notes about sceAtrac buffer management // -// sceAtrac decodes from a buffer the game fills, where this buffer is one of: -// * Not yet initialized (state NO DATA = 1) -// * The entire size of the audio data, and filled with audio data (state ALL DATA LOADED = 2) -// * The entire size, but only partially filled so far (state HALFWAY BUFFER = 3) -// * Smaller than the audio, sliding without any loop (state STREAMED WITHOUT LOOP = 4) -// * Smaller than the audio, sliding with a loop at the end (state STREAMED WITH LOOP AT END = 5) -// * Smaller with a second buffer to help with a loop in the middle (state STREAMED WITH SECOND BUF = 6) -// * Not managed, decoding using "low level" manual looping etc. (LOW LEVEL = 8) +// sceAtrac decodes from a buffer the game fills, where this buffer has a status, one of: +// * Not yet initialized (state NO_DATA = 1) +// * The entire size of the audio data, and filled with audio data (state ALL_DATA_LOADED = 2) +// * The entire size, but only partially filled so far (state HALFWAY_BUFFER = 3) +// * Smaller than the audio, sliding without any loop (state STREAMED_WITHOUT_LOOP = 4) +// * Smaller than the audio, sliding with a loop at the end (state STREAMED_WITH_LOOP_AT_END = 5) +// * Smaller with a second buffer to help with a loop in the middle (state STREAMED_WITH_SECOND_BUF = 6) +// * Not managed, decoding using "low level" manual looping etc. (LOW_LEVEL = 8) // * Not managed, reserved externally - possibly by sceSas - through low level (RESERVED = 16) // // This buffer is generally filled by sceAtracAddStreamData, and where to fill it is given by @@ -59,6 +59,7 @@ // the buffer it will call sceAtracSetSecondBuffer. // The second buffer will just contain the data for the end of loop. The "first" buffer may manage // only the looped portion, or some of the part after the loop (depending on second buf size.) +// TODO: What games use this? // // Most files will be in RIFF format. It's also possible to load in an OMA/AA3 format file, but // ultimately this will share the same buffer - it's just offset a bit more.