Commit graph

88 commits

Author SHA1 Message Date
Unknown W. Brackets
be6710ea4a Mp3: Fix errors for a bunch of init getters. 2019-04-24 14:13:46 -07:00
Unknown W. Brackets
e4d2712897 Mp3: Apply offset to stream read buffer.
Handle errors for sceMp3CheckStreamDataNeeded as well.
2019-04-23 21:14:54 -07:00
Unknown W. Brackets
f9863c3be2 Mp3: Align CheckStreamDataNeeded with InfoToAdd.
May cause problems if they don't match.
2019-04-23 20:42:13 -07:00
Unknown W. Brackets
f1eaf9dc0e Mp3: Don't change buffer accounting until add.
If we just ask what we should add, that is meant to stay static until we
do actually add it.

This also reduces the max we ask for at a time, which better matches
correct behavior and might impact game behavior.
2019-04-23 20:18:16 -07:00
Henrik Rydgard
fcbc20f240 Small changes to make Common and Core build under my preliminary UWP setup. 2017-02-24 18:59:41 +01:00
Unknown W. Brackets
266ee632e8 Cleanup FFmpeg funcs deprecated in 3.x. 2016-07-24 12:53:54 -07:00
Unknown W. Brackets
0b1102a622 Mpeg: Correctly handle mono audio in videos. 2016-01-21 23:19:03 -08:00
Unknown W. Brackets
d30508ac43 Buildfix for Symbian/Blackberry/etc. 2015-10-17 16:20:27 -07:00
Unknown W. Brackets
0e8d3d9c56 Fix leak in FFmpeg codec ctx usage.
Turns out we were leaking these here too.
2015-10-17 16:20:25 -07:00
sergiobenrocha2
9dbd18e59d Ensure that it will use ffmpeg from ppsspp, not from the system. 2015-02-03 17:46:51 -02:00
Unknown W. Brackets
daa90024ed Defer opening audio codec 'til we have block size.
May fix issues with newer versions of FFmpeg (#5772.)
2015-01-18 12:59:26 -08:00
Unknown W. Brackets
5c470a1923 Remove bgm and sfx volume settings.
They don't actually work in all games, and this only confuses users.

Also, the default 7 lowers the volume of audio detected as bgm or sfx, but
not other volume.  This means that some audio may have played too loud in
some games by default, which will be fixed by this change.
2014-08-17 14:16:59 -07:00
Sacha
cd20288d99 Fix some compiler warnings. 2014-07-17 00:49:58 +10:00
Henrik Rydgard
e444e21a8a Oops 2014-06-23 22:56:12 +02:00
Henrik Rydgard
b4a9780b81 Typo fix 2014-06-23 22:51:22 +02:00
Henrik Rydgard
8e7570e8cd Improve some error messages 2014-06-23 21:42:31 +02:00
Unknown W. Brackets
47ad97617e Play AT3 files in background audio too.
Fixes 3rd Birthday and PQ2, at least.
2014-06-22 09:55:14 -07:00
Henrik Rydgard
8c36921d3c Have SimpleAudio respect channels/samplerate passed in 2014-06-22 18:33:09 +02:00
Henrik Rydgard
dc66e18c00 Minor perf fix in SimpleAudio: Lazily create resampling contexts once instead of every audio frame 2014-06-22 17:50:47 +02:00
Henrik Rydgard
cefc0bc96f Play the game's SND0.AT3 when a game is selected in the menu and on the "game screen". 2014-06-22 17:02:04 +02:00
Henrik Rydgard
12cef8fa80 Oops, buildfixes 2014-06-22 14:23:06 +02:00
Henrik Rydgard
1d0cc3417c Audio stuff: Cleanup, delete dead code 2014-06-22 14:01:23 +02:00
Unknown W. Brackets
95414d6727 Get rid of some duplicate code. 2014-05-29 08:30:00 -07:00
kaienfr
c6a1b0e743 Provide a new method AuCtx::AuCreateCodecContextFromSource()
This method can automatically read audio information from file (as channels, sample rate etc) via ffmpeg,
and create accurate ffmpeg's codec context.
Especially used for unknown audio format but supported  by ffmpeg.
2014-04-14 13:23:10 +02:00
kaienfr
d5fde0baee implement sceMp3GetFrameNum 2014-04-14 11:47:28 +02:00
kaienfr
7ef2678cc9 Update sceAac module in using universal audio context class (AuCtx) 2014-04-13 14:38:42 +02:00
kaienfr
e25bc6908a Fix nonsmooth sound issue and incomplete frame at the end of source and pcm buffers.
using a std::string to save the source buffer, and changing the loading strategy so as we will not get any incomplete frame.
2014-04-12 23:16:38 +02:00
kaienfr
d5c1d58506 Audio Speed Hack (fill pcm buffer)
Dead or alive will be better to using this hack, but some other games will be too fast.
So, it's optional.
2014-04-12 17:16:31 +02:00
kaienfr
b3a7568811 change the way in AuGetInfoToAddStreamData and AuNotifyAddStreamData.
readPos and available buffer is firstly updated in AuGetInfoToAddStreamData then notified in AuNotifyAddStreamData.
Since, some games as Dead and alive may not call NotifyAddStreamData after GetInfoToAddStreamData
2014-04-12 14:54:25 +02:00
kaienfr
a7691737b5 Transfer old mp3 savestate into new mode; Rename class functions sceAu... to Au...
Tests on games are just ok.
2014-04-12 02:12:25 +02:00
kaienfr
ee1d541c28 Update minor comments 2014-04-11 23:42:07 +02:00
kaienfr
3a12cf2ad7 Universal Audio Class
Based on my implementation in sceAac https://github.com/hrydgard/ppsspp/pull/5836
I've created a class AuCtx included in My SimpleAudioDec.cpp/.h which aims at providing a standard easy implementation to support all codecs in ffmpeg.
Here, I also completely re-code sceMp3 file with this class to give an example how to use this class, and it has solved all mp3 issues I've observed in the current master.
Tests on different freq and channels mp3 audios as:
Miku custom BGM (48kHz, stereo), Hanayaka Nari Wa ga Ichizoku(32kHz, mono, a little fast but better than before now), downstreet panic (44.1kHz, stereo), and learn jp09(44.1kHz, stero) are just all right.
Especially, I am very glad to see that Miku's Custom BGMs have no repetition issues in first tone any more and no longer stopped in the first second neither. :)
We will come into a new age to fast support new audio formats from now on I hope :P
2014-04-11 22:56:59 +02:00
kaienfr
c216b535ee Save current changes 2014-04-11 15:09:31 +02:00
kaienfr
a576420547 Remove decode function of SimpleAudioDec and use its class method. 2014-04-08 01:09:28 +02:00
kaienfr
04756b91e0 Do State PMP media, and some other updates to PMP media. 2014-04-04 23:01:25 +02:00
kaienfr
17174d0d24 fix for AAC audio playing 2014-04-01 00:37:01 +02:00
kaienfr
c03e591ecd Cleanup SimpleAudioDec
and remove unused AudioCreate fonction, it can be down in the class constructor.
2014-04-01 00:33:46 +02:00
kaienfr
b18252b2b5 Support audio playing (AT3, AT3+, Mp3, AAC) 2014-03-23 19:45:08 +01:00