/* * Copyright 2009, Krzysztof Ćwiertnia (krzysiek.bmkx_gmail_com). * All Rights Reserved. Distributed under the terms of the MIT License. */ #include #include #include #include #include #include #include #include int main(int argc, char *argv[]) { // 256 frames * 4 buffer parts * 2 channels * 2 bytes per sample // will give us internal buffer of 4096 bytes size_t framesPerBufferPart = 256; size_t bufferPartCount = 4; if (argc != 2 && argc != 4) { printf("Usage: %s [ ]\n", argv[0]); return 0; } if (argc == 4) { size_t size = strtoul(argv[2], NULL, 10); if (size > 0) framesPerBufferPart = size; size = strtoul(argv[3], NULL, 10); if (size == 1) { printf("at least 2 buffer parts are needed\n"); return 1; } if (size > 0) bufferPartCount = size; } printf("frames per buffer part: %ld\n", framesPerBufferPart); printf("buffer part count: %ld\n", bufferPartCount); BEntry entry(argv[1]); if (entry.InitCheck() != B_OK || !entry.Exists()) { printf("cannot open input file\n"); return 1; } entry_ref entryRef; entry.GetRef(&entryRef); BMediaFile mediaFile(&entryRef); if (mediaFile.InitCheck() != B_OK) { printf("file not supported\n"); return 1; } if (mediaFile.CountTracks() == 0) { printf("no tracks found in file\n"); return 1; } BMediaTrack *mediaTrack = mediaFile.TrackAt(0); if (mediaTrack == NULL) { printf("problem getting track from file\n"); return 1; } // propose format, let it decide frame rate, channels number and buf size media_format format; memset(&format, 0, sizeof(format)); format.type = B_MEDIA_RAW_AUDIO; format.u.raw_audio.format = media_raw_audio_format::B_AUDIO_SHORT; format.u.raw_audio.byte_order = B_MEDIA_LITTLE_ENDIAN; if (mediaTrack->DecodedFormat(&format) != B_OK) { printf("cannot set decoder output format\n"); return 1; } printf("negotiated format:\n"); printf("frame rate: %g Hz\n", format.u.raw_audio.frame_rate); printf("channel count: %ld\n", format.u.raw_audio.channel_count); printf("buffer size: %ld bytes\n", format.u.raw_audio.buffer_size); gs_audio_format gsFormat; memset(&gsFormat, 0, sizeof(gsFormat)); gsFormat.frame_rate = format.u.raw_audio.frame_rate; gsFormat.channel_count = format.u.raw_audio.channel_count; gsFormat.format = format.u.raw_audio.format; gsFormat.byte_order = format.u.raw_audio.byte_order; BPushGameSound pushGameSound(framesPerBufferPart, &gsFormat, bufferPartCount); if (pushGameSound.InitCheck() != B_OK) { printf("trouble initializing push game sound: %s\n", strerror(pushGameSound.InitCheck())); return 1; } uint8 *buffer; size_t bufferSize; if (pushGameSound.LockForCyclic((void **)&buffer, &bufferSize) != BPushGameSound::lock_ok) { printf("cannot lock buffer\n"); return 1; } memset(buffer, 0, bufferSize); if (pushGameSound.StartPlaying() != B_OK) { printf("cannot start playback\n"); return 1; } printf("playing, press [esc] to exit...\n"); uint8 decoded[format.u.raw_audio.buffer_size * 2]; size_t bufferPartSize = framesPerBufferPart * format.u.raw_audio.channel_count * (format.u.raw_audio.format & media_raw_audio_format::B_AUDIO_SIZE_MASK); size_t decodedSize = 0; size_t partPos = 0; size_t pos = 0; /*pushGameSound.CurrentPosition();*/ key_info keyInfo; while (true) { // fill buffer part with data from decoded buffer while (partPos < bufferPartSize && decodedSize) { size_t size = min_c(bufferPartSize - partPos, decodedSize); memcpy(buffer + pos + partPos, decoded, size); partPos += size; decodedSize -= size; memmove(decoded, decoded + size, decodedSize); } // if there are too little data to fill next buffer part // read next decoded frames if (partPos < bufferPartSize) { int64 frameCount; if (mediaTrack->ReadFrames(decoded + decodedSize, &frameCount) != B_OK) break; if (frameCount == 0) break; decodedSize += frameCount * format.u.raw_audio.channel_count * (format.u.raw_audio.format & media_raw_audio_format::B_AUDIO_SIZE_MASK); printf("\rtime: %.2f", (double)mediaTrack->CurrentTime() / 1000000LL); fflush(stdout); continue; } // this buffer part is done partPos = 0; pos += bufferPartSize; if (bufferSize <= pos) pos = 0; // playback sync - wait for the buffer part we're about to fill to be // played while (pushGameSound.CurrentPosition() >= pos + bufferPartSize || pushGameSound.CurrentPosition() < pos) snooze(1000 * framesPerBufferPart / gsFormat.frame_rate); // check escape key state if (get_key_info(&keyInfo) != B_OK) { printf("\nkeyboard state read error\n"); break; } if ((keyInfo.key_states[0] & 0x40) != 0) break; } pushGameSound.StopPlaying(); mediaFile.ReleaseTrack(mediaTrack); mediaFile.CloseFile(); printf("\nfinished.\n"); return 0; }