mirror of
https://github.com/vgmstream/vgmstream.git
synced 2024-12-21 02:45:52 +01:00
752 lines
28 KiB
C
752 lines
28 KiB
C
#include "vgmstream.h"
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#include "layout/layout.h"
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#include "render.h"
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#include "decode.h"
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#include "mixing.h"
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#include "plugins.h"
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/* VGMSTREAM RENDERING
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* Caller asks for N samples in buf. vgmstream then calls layouts, that call decoders, and some optional pre/post-processing.
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* Processing must be enabled externally: padding/trimming (config), mixing (output changes), resampling, etc.
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*
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* - MIXING
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* After decoding sometimes we need to change number of channels, volume, etc. This is applied in order as
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* a mixing chain, and modifies the final buffer (see mixing.c).
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*
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* - CONFIG
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* A VGMSTREAM can work in 2 modes, defaults to simple mode:
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* - simple mode (lib-like): decodes/loops forever and results are controlled externally (fades/max time/etc).
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* - config mode (player-like): everything is internally controlled (pads/trims/time/fades/etc may be applied).
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*
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* It's done this way mainly for compatibility and to enable complex TXTP for layers/segments in selected cases
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* (Wwise emulation). Could apply always some config like begin trim/padding + modify get_vgmstream_samples, but
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* external caller may read loops/samples manually or apply its own config/fade, and changed output would mess it up.
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*
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* To enable config mode it needs 2 steps:
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* - add some internal config settings (via TXTP, or passed by plugin).
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* - enable flag with function (to signal "really delegate all decoding to vgmstream").
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* Once done, plugin should simply decode until max samples (calculated by vgmstream).
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*
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* For complex layouts, behavior of "internal" (single segment/layer) and "external" (main) VGMSTREAMs is
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* a bit complex. Internals' enable flag if play config exists (via TXTP), and this allows each part to be
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* padded/trimmed/set time/loop/etc individually.
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*
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* Config mode in the external VGMSTREAM is mostly straighforward with segments:
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* - each internal is always decoded separatedly (in simple or config mode) and results in N samples
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* - segments may even loop "internally" before moving to next segment (by default they don't)
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* - external's samples is the sum of all segments' N samples
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* - looping, fades, etc then can be applied in the external part normally.
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*
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* With layers it's a bit more complex:
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* - external's samples is the max of all layers
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* - in simple mode external uses internal's looping to loop (for performance)
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* - if layers' config mode is set, external can't rely on internal looping, so it uses it's own
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*
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* Layouts can contain layouts in cascade, so behavior can be a bit hard to understand at times.
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* This mainly applies to TXTP, segments/layers in metas usually don't need to trigger config mode.
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*/
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int vgmstream_get_play_forever(VGMSTREAM* vgmstream) {
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return vgmstream->config.play_forever;
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}
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void vgmstream_set_play_forever(VGMSTREAM* vgmstream, int enabled) {
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/* sometimes we need to enable/disable right before playback
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* (play config is left untouched, should mix ok as this flag is only used during
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* render, while config is always prepared as if play forever wasn't enabled) */
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vgmstream->config.play_forever = enabled;
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setup_vgmstream(vgmstream); /* update config */
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}
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int32_t vgmstream_get_samples(VGMSTREAM* vgmstream) {
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if (!vgmstream->config_enabled || !vgmstream->config.config_set)
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return vgmstream->num_samples;
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return vgmstream->pstate.play_duration;
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}
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/* calculate samples based on player's config */
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int32_t get_vgmstream_play_samples(double looptimes, double fadeseconds, double fadedelayseconds, VGMSTREAM* vgmstream) {
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if (vgmstream->loop_flag) {
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if (vgmstream->loop_target == (int)looptimes) { /* set externally, as this function is info-only */
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/* Continue playing the file normally after looping, instead of fading.
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* Most files cut abruply after the loop, but some do have proper endings.
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* With looptimes = 1 this option should give the same output vs loop disabled */
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int loop_count = (int)looptimes; /* no half loops allowed */
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return vgmstream->loop_start_sample
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+ (vgmstream->loop_end_sample - vgmstream->loop_start_sample) * loop_count
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+ (vgmstream->num_samples - vgmstream->loop_end_sample);
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}
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else {
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return vgmstream->loop_start_sample
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+ (vgmstream->loop_end_sample - vgmstream->loop_start_sample) * looptimes
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+ (fadedelayseconds + fadeseconds) * vgmstream->sample_rate;
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}
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}
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else {
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return vgmstream->num_samples;
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}
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}
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/*****************************************************************************/
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static void setup_state_modifiers(VGMSTREAM* vgmstream) {
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play_config_t* pc = &vgmstream->config;
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/* apply final config */
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if (pc->really_force_loop) {
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vgmstream_force_loop(vgmstream, 1, 0,vgmstream->num_samples);
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}
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if (pc->force_loop && !vgmstream->loop_flag) {
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vgmstream_force_loop(vgmstream, 1, 0,vgmstream->num_samples);
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}
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if (pc->ignore_loop) {
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vgmstream_force_loop(vgmstream, 0, 0,0);
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}
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if (!vgmstream->loop_flag) {
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pc->play_forever = 0;
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}
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if (pc->play_forever) {
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pc->ignore_fade = 0;
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}
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/* loop N times, but also play stream end instead of fading out */
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if (pc->ignore_fade) {
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vgmstream_set_loop_target(vgmstream, (int)pc->loop_count);
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pc->fade_time = 0;
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pc->fade_delay = 0;
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}
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}
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static void setup_state_processing(VGMSTREAM* vgmstream) {
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play_state_t* ps = &vgmstream->pstate;
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play_config_t* pc = &vgmstream->config;
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double sample_rate = vgmstream->sample_rate;
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/* time to samples */
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if (pc->pad_begin_s)
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pc->pad_begin = pc->pad_begin_s * sample_rate;
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if (pc->pad_end_s)
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pc->pad_end = pc->pad_end_s * sample_rate;
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if (pc->trim_begin_s)
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pc->trim_begin = pc->trim_begin_s * sample_rate;
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if (pc->trim_end_s)
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pc->trim_end = pc->trim_end_s * sample_rate;
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if (pc->body_time_s)
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pc->body_time = pc->body_time_s * sample_rate;
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//todo fade time also set to samples
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/* samples before all decode */
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ps->pad_begin_duration = pc->pad_begin;
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/* removed samples from first decode */
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ps->trim_begin_duration = pc->trim_begin;
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/* main samples part */
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ps->body_duration = 0;
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if (pc->body_time) {
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ps->body_duration += pc->body_time; /* whether it loops or not */
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}
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else if (vgmstream->loop_flag) {
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double loop_count = 1.0;
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if (pc->loop_count_set) /* may set 0.0 on purpose I guess */
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loop_count = pc->loop_count;
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ps->body_duration += vgmstream->loop_start_sample;
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if (pc->ignore_fade) {
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ps->body_duration += (vgmstream->loop_end_sample - vgmstream->loop_start_sample) * (int)loop_count;
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ps->body_duration += (vgmstream->num_samples - vgmstream->loop_end_sample);
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}
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else {
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ps->body_duration += (vgmstream->loop_end_sample - vgmstream->loop_start_sample) * loop_count;
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}
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}
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else {
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ps->body_duration += vgmstream->num_samples;
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}
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/* samples from some modify body */
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if (pc->trim_begin)
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ps->body_duration -= pc->trim_begin;
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if (pc->trim_end)
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ps->body_duration -= pc->trim_end;
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if (pc->fade_delay && vgmstream->loop_flag)
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ps->body_duration += pc->fade_delay * vgmstream->sample_rate;
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/* samples from fade part */
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if (pc->fade_time && vgmstream->loop_flag)
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ps->fade_duration = pc->fade_time * vgmstream->sample_rate;
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/* samples from last part (anything beyond this is empty, unless play forever is set) */
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ps->pad_end_duration = pc->pad_end;
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/* final count */
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ps->play_duration = ps->pad_begin_duration + ps->body_duration + ps->fade_duration + ps->pad_end_duration;
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ps->play_position = 0;
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/* values too big can overflow, just ignore */
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if (ps->pad_begin_duration < 0)
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ps->pad_begin_duration = 0;
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if (ps->body_duration < 0)
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ps->body_duration = 0;
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if (ps->fade_duration < 0)
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ps->fade_duration = 0;
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if (ps->pad_end_duration < 0)
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ps->pad_end_duration = 0;
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if (ps->play_duration < 0)
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ps->play_duration = 0;
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ps->pad_begin_left = ps->pad_begin_duration;
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ps->trim_begin_left = ps->trim_begin_duration;
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ps->fade_left = ps->fade_duration;
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ps->fade_start = ps->pad_begin_duration + ps->body_duration;
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//ps->pad_end_left = ps->pad_end_duration;
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ps->pad_end_start = ps->fade_start + ps->fade_duration;
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/* other info (updated once mixing is enabled) */
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ps->input_channels = vgmstream->channels;
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ps->output_channels = vgmstream->channels;
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}
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void setup_state_vgmstream(VGMSTREAM* vgmstream) {
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if (!vgmstream->config.config_set)
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return;
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setup_state_modifiers(vgmstream);
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setup_state_processing(vgmstream);
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setup_vgmstream(vgmstream); /* save current config for reset */
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}
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/*****************************************************************************/
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void free_layout(VGMSTREAM* vgmstream) {
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if (vgmstream->layout_type == layout_segmented) {
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free_layout_segmented(vgmstream->layout_data);
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}
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if (vgmstream->layout_type == layout_layered) {
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free_layout_layered(vgmstream->layout_data);
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}
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}
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void reset_layout(VGMSTREAM* vgmstream) {
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if (vgmstream->layout_type == layout_segmented) {
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reset_layout_segmented(vgmstream->layout_data);
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}
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if (vgmstream->layout_type == layout_layered) {
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reset_layout_layered(vgmstream->layout_data);
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}
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}
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static int render_layout(sample_t* buf, int32_t sample_count, VGMSTREAM* vgmstream) {
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/* current_sample goes between loop points (if looped) or up to max samples,
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* must detect beyond that decoders would encounter garbage data */
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/* not ">=" to allow layouts to loop in some cases when == happens */
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if (vgmstream->current_sample > vgmstream->num_samples) {
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int channels = vgmstream->channels;
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memset(buf, 0, sample_count * sizeof(sample_t) * channels);
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return sample_count;
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}
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switch (vgmstream->layout_type) {
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case layout_interleave:
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render_vgmstream_interleave(buf, sample_count, vgmstream);
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break;
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case layout_none:
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render_vgmstream_flat(buf, sample_count, vgmstream);
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break;
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case layout_blocked_mxch:
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case layout_blocked_ast:
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case layout_blocked_halpst:
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case layout_blocked_xa:
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case layout_blocked_ea_schl:
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case layout_blocked_ea_1snh:
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case layout_blocked_caf:
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case layout_blocked_wsi:
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case layout_blocked_str_snds:
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case layout_blocked_ws_aud:
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case layout_blocked_matx:
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case layout_blocked_dec:
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case layout_blocked_vs:
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case layout_blocked_mul:
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case layout_blocked_gsb:
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case layout_blocked_xvas:
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case layout_blocked_thp:
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case layout_blocked_filp:
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case layout_blocked_ivaud:
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case layout_blocked_ea_swvr:
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case layout_blocked_adm:
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case layout_blocked_bdsp:
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case layout_blocked_tra:
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case layout_blocked_ps2_iab:
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case layout_blocked_vs_str:
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case layout_blocked_rws:
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case layout_blocked_hwas:
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case layout_blocked_ea_sns:
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case layout_blocked_awc:
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case layout_blocked_vgs:
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case layout_blocked_xwav:
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case layout_blocked_xvag_subsong:
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case layout_blocked_ea_wve_au00:
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case layout_blocked_ea_wve_ad10:
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case layout_blocked_sthd:
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case layout_blocked_h4m:
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case layout_blocked_xa_aiff:
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case layout_blocked_vs_square:
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case layout_blocked_vid1:
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case layout_blocked_ubi_sce:
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render_vgmstream_blocked(buf, sample_count, vgmstream);
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break;
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case layout_segmented:
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render_vgmstream_segmented(buf, sample_count,vgmstream);
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break;
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case layout_layered:
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render_vgmstream_layered(buf, sample_count, vgmstream);
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break;
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default:
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break;
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}
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if (vgmstream->current_sample > vgmstream->num_samples) {
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int channels = vgmstream->channels;
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int32_t excess, decoded;
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excess = (vgmstream->current_sample - vgmstream->num_samples);
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if (excess > sample_count)
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excess = sample_count;
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decoded = sample_count - excess;
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memset(buf + decoded * channels, 0, excess * sizeof(sample_t) * channels);
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return sample_count;
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}
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return sample_count;
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}
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static void render_trim(VGMSTREAM* vgmstream) {
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sample_t* tmpbuf = vgmstream->tmpbuf;
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size_t tmpbuf_size = vgmstream->tmpbuf_size;
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int32_t buf_samples = tmpbuf_size / vgmstream->channels; /* base channels, no need to apply mixing */
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while (vgmstream->pstate.trim_begin_left) {
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int to_do = vgmstream->pstate.trim_begin_left;
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if (to_do > buf_samples)
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to_do = buf_samples;
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render_layout(tmpbuf, to_do, vgmstream);
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/* no mixing */
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vgmstream->pstate.trim_begin_left -= to_do;
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}
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}
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static int render_pad_begin(VGMSTREAM* vgmstream, sample_t* buf, int samples_to_do) {
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int channels = vgmstream->pstate.output_channels;
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int to_do = vgmstream->pstate.pad_begin_left;
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if (to_do > samples_to_do)
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to_do = samples_to_do;
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memset(buf, 0, to_do * sizeof(sample_t) * channels);
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vgmstream->pstate.pad_begin_left -= to_do;
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return to_do;
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}
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static int render_fade(VGMSTREAM* vgmstream, sample_t* buf, int samples_left) {
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play_state_t* ps = &vgmstream->pstate;
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//play_config_t* pc = &vgmstream->config;
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//if (!ps->fade_left || pc->play_forever)
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// return;
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//if (ps->play_position + samples_done < ps->fade_start)
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// return;
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{
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int s, ch, start, fade_pos;
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int channels = ps->output_channels;
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int32_t to_do = ps->fade_left;
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if (ps->play_position < ps->fade_start) {
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start = samples_left - (ps->play_position + samples_left - ps->fade_start);
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fade_pos = 0;
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}
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else {
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start = 0;
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fade_pos = ps->play_position - ps->fade_start;
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}
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if (to_do > samples_left - start)
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to_do = samples_left - start;
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//TODO: use delta fadedness to improve performance?
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for (s = start; s < start + to_do; s++, fade_pos++) {
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double fadedness = (double)(ps->fade_duration - fade_pos) / ps->fade_duration;
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for (ch = 0; ch < channels; ch++) {
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buf[s*channels + ch] = (sample_t)buf[s*channels + ch] * fadedness;
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}
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}
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ps->fade_left -= to_do;
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/* next samples after fade end would be pad end/silence, so we can just memset */
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memset(buf + (start + to_do) * channels, 0, (samples_left - to_do - start) * sizeof(sample_t) * channels);
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return start + to_do;
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}
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}
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static int render_pad_end(VGMSTREAM* vgmstream, sample_t* buf, int samples_left) {
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play_state_t* ps = &vgmstream->pstate;
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int channels = vgmstream->pstate.output_channels;
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int skip = 0;
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int32_t to_do;
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/* pad end works like fades, where part of buf samples and part padding (silent),
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* calc exact totals (beyond pad end normally is silence, except with segmented layout) */
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if (ps->play_position < ps->pad_end_start) {
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skip = ps->pad_end_start - ps->play_position;
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to_do = ps->pad_end_duration;
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}
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else {
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skip = 0;
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to_do = (ps->pad_end_start + ps->pad_end_duration) - ps->play_position;
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}
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if (to_do > samples_left - skip)
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to_do = samples_left - skip;
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memset(buf + (skip * channels), 0, to_do * sizeof(sample_t) * channels);
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return skip + to_do;
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}
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/* Decode data into sample buffer. Controls the "external" part of the decoding,
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* while layout/decode control the "internal" part. */
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int render_vgmstream(sample_t* buf, int32_t sample_count, VGMSTREAM* vgmstream) {
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play_state_t* ps = &vgmstream->pstate;
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int samples_to_do = sample_count;
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int samples_done = 0;
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int done;
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sample_t* tmpbuf = buf;
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/* simple mode with no settings (just skip everything below) */
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if (!vgmstream->config_enabled) {
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render_layout(buf, samples_to_do, vgmstream);
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mix_vgmstream(buf, samples_to_do, vgmstream);
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return samples_to_do;
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}
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/* trim may go first since it doesn't need output nor changes totals */
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if (ps->trim_begin_left) {
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render_trim(vgmstream);
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}
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/* adds empty samples to buf */
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if (ps->pad_begin_left) {
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done = render_pad_begin(vgmstream, tmpbuf, samples_to_do);
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samples_done += done;
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samples_to_do -= done;
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tmpbuf += done * vgmstream->pstate.output_channels; /* as if mixed */
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}
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/* end padding (before to avoid decoding if possible, but must be inside pad region) */
|
|
if (!vgmstream->config.play_forever
|
|
&& ps->play_position /*+ samples_to_do*/ >= ps->pad_end_start
|
|
&& samples_to_do) {
|
|
done = render_pad_end(vgmstream, tmpbuf, samples_to_do);
|
|
samples_done += done;
|
|
samples_to_do -= done;
|
|
tmpbuf += done * vgmstream->pstate.output_channels; /* as if mixed */
|
|
}
|
|
|
|
/* main decode */
|
|
{ //if (samples_to_do) /* 0 ok, less likely */
|
|
done = render_layout(tmpbuf, samples_to_do, vgmstream);
|
|
|
|
mix_vgmstream(tmpbuf, done, vgmstream);
|
|
|
|
samples_done += done;
|
|
|
|
if (!vgmstream->config.play_forever) {
|
|
/* simple fadeout */
|
|
if (ps->fade_left && ps->play_position + done >= ps->fade_start) {
|
|
render_fade(vgmstream, tmpbuf, done);
|
|
}
|
|
|
|
/* silence leftover buf samples (rarely used when no fade is set) */
|
|
if (ps->play_position + done >= ps->pad_end_start) {
|
|
render_pad_end(vgmstream, tmpbuf, done);
|
|
}
|
|
}
|
|
|
|
tmpbuf += done * vgmstream->pstate.output_channels;
|
|
}
|
|
|
|
|
|
vgmstream->pstate.play_position += samples_done;
|
|
|
|
/* signal end */
|
|
if (!vgmstream->config.play_forever
|
|
&& ps->play_position > ps->play_duration) {
|
|
int excess = ps->play_position - ps->play_duration;
|
|
if (excess > sample_count)
|
|
excess = sample_count;
|
|
|
|
samples_done = (sample_count - excess);
|
|
|
|
ps->play_position = ps->play_duration;
|
|
}
|
|
|
|
return samples_done;
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
|
|
static void seek_force_loop(VGMSTREAM* vgmstream, int loop_count) {
|
|
/* only called after hit loop */
|
|
if (!vgmstream->hit_loop)
|
|
return;
|
|
|
|
/* pretend decoder reached loop end so state is set to loop start */
|
|
vgmstream->loop_count = loop_count - 1; /* seeking to first loop musy become ++ > 0 */
|
|
vgmstream->current_sample = vgmstream->loop_end_sample;
|
|
vgmstream_do_loop(vgmstream);
|
|
}
|
|
|
|
static void seek_force_decode(VGMSTREAM* vgmstream, int samples) {
|
|
sample_t* tmpbuf = vgmstream->tmpbuf;
|
|
size_t tmpbuf_size = vgmstream->tmpbuf_size;
|
|
int32_t buf_samples = tmpbuf_size / vgmstream->channels; /* base channels, no need to apply mixing */
|
|
|
|
while (samples) {
|
|
int to_do = samples;
|
|
if (to_do > buf_samples)
|
|
to_do = buf_samples;
|
|
|
|
render_layout(tmpbuf, to_do, vgmstream);
|
|
/* no mixing */
|
|
samples -= to_do;
|
|
}
|
|
}
|
|
|
|
void seek_vgmstream(VGMSTREAM* vgmstream, int32_t seek_sample) {
|
|
play_state_t* ps = &vgmstream->pstate;
|
|
int play_forever = vgmstream->config.play_forever;
|
|
|
|
int32_t decode_samples = 0;
|
|
int loop_count = -1;
|
|
int is_looped = vgmstream->loop_flag || vgmstream->loop_target > 0; /* loop target disabled loop flag during decode */
|
|
|
|
|
|
/* cleanup */
|
|
if (seek_sample < 0)
|
|
seek_sample = 0;
|
|
/* play forever can seek past max */
|
|
if (vgmstream->config_enabled && seek_sample > ps->play_duration && !play_forever)
|
|
seek_sample = ps->play_duration;
|
|
|
|
#if 0 //todo move below, needs to clamp in decode part
|
|
/* optimize as layouts can seek faster internally */
|
|
if (vgmstream->layout_type == layout_segmented) {
|
|
seek_layout_segmented(vgmstream, seek_sample);
|
|
|
|
if (vgmstream->config_enabled) {
|
|
vgmstream->pstate.play_position = seek_sample;
|
|
}
|
|
return;
|
|
}
|
|
else if (vgmstream->layout_type == layout_layered) {
|
|
seek_layout_layered(vgmstream, seek_sample);
|
|
|
|
if (vgmstream->config_enabled) {
|
|
vgmstream->pstate.play_position = seek_sample;
|
|
}
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
/* will decode and loop until seek sample, but slower */
|
|
//todo apply same loop logic as below, or pretend we have play_forever + settings?
|
|
if (!vgmstream->config_enabled) {
|
|
//;VGM_LOG("SEEK: simple seek=%i, cur=%i\n", seek_sample, vgmstream->current_sample);
|
|
if (seek_sample < vgmstream->current_sample) {
|
|
decode_samples = seek_sample;
|
|
reset_vgmstream(vgmstream);
|
|
}
|
|
else {
|
|
decode_samples = seek_sample - vgmstream->current_sample;
|
|
}
|
|
|
|
seek_force_decode(vgmstream, decode_samples);
|
|
return;
|
|
}
|
|
|
|
//todo could improve performance bit if hit_loop wasn't lost when calling reset
|
|
//todo wrong seek with ignore fade, also for layered layers (pass count to force loop + layers)
|
|
|
|
|
|
/* seeking to requested sample normally means decoding and discarding up to that point (from
|
|
* the beginning, or current position), but can be optimized a bit to decode less with some tricks:
|
|
* - seek may fall in part of the song that isn't actually decoding (due to config, like padding)
|
|
* - if file loops there is no need to decode N full loops, seek can be set relative to loop region
|
|
* - can decode to seek sample from current position or loop start depending on lowest
|
|
*
|
|
* some of the cases below could be simplified but the logic to get this going is kinda mind-bending
|
|
*
|
|
* (ex. with file = 100, pad=5s, trim=3s, loop=20s..90s)
|
|
* | pad-begin | body-begin | body-loop0 | body-loop1 | body-loop2 | fade | pad-end + beyond)
|
|
* 0 5s (-3s) 25s 95s 165s 235s 245s Ns
|
|
*/
|
|
//;VGM_LOG("SEEK: seek sample=%i, is_looped=%i\n", seek_sample, is_looped);
|
|
|
|
/* start/pad-begin: consume pad samples */
|
|
if (seek_sample < ps->pad_begin_duration) {
|
|
/* seek=3: pad=5-3=2 */
|
|
decode_samples = 0;
|
|
|
|
reset_vgmstream(vgmstream);
|
|
ps->pad_begin_left = ps->pad_begin_duration - seek_sample;
|
|
|
|
//;VGM_LOG("SEEK: pad start / dec=%i\n", decode_samples);
|
|
}
|
|
|
|
/* body: find position relative to decoder's current sample */
|
|
else if (play_forever || seek_sample < ps->pad_begin_duration + ps->body_duration + ps->fade_duration) {
|
|
/* seek=10 would be seekr=10-5+3=8 inside decoder */
|
|
int32_t seek_relative = seek_sample - ps->pad_begin_duration + ps->trim_begin_duration;
|
|
|
|
|
|
//;VGM_LOG("SEEK: body / seekr=%i, curr=%i\n", seek_relative, vgmstream->current_sample);
|
|
|
|
/* seek can be in some part of the body, depending on looped/decoder's current/etc */
|
|
if (!is_looped && seek_relative < vgmstream->current_sample) {
|
|
/* seekr=50s, curr=95 > restart + decode=50s */
|
|
decode_samples = seek_relative;
|
|
reset_vgmstream(vgmstream);
|
|
|
|
//;VGM_LOG("SEEK: non-loop reset / dec=%i\n", decode_samples);
|
|
}
|
|
else if (!is_looped && seek_relative < vgmstream->num_samples) {
|
|
/* seekr=95s, curr=50 > decode=95-50=45s */
|
|
decode_samples = seek_relative - vgmstream->current_sample;
|
|
|
|
//;VGM_LOG("SEEK: non-loop forward / dec=%i\n", decode_samples);
|
|
}
|
|
else if (!is_looped) {
|
|
/* seekr=120s (outside decode, can happen when body is set manually) */
|
|
decode_samples = 0;
|
|
vgmstream->current_sample = vgmstream->num_samples + 1;
|
|
|
|
//;VGM_LOG("SEEK: non-loop silence / dec=%i\n", decode_samples);
|
|
}
|
|
else if (seek_relative < vgmstream->loop_start_sample) {
|
|
/* seekr=6s > 6-5+3 > seek=4s inside decoder < 20s: decode 4s from start, or 1s if current was at 3s */
|
|
|
|
if (seek_relative < vgmstream->current_sample) {
|
|
/* seekr=9s, current=10s > decode=9s from start */
|
|
decode_samples = seek_relative;
|
|
reset_vgmstream(vgmstream);
|
|
|
|
//;VGM_LOG("SEEK: loop start reset / dec=%i\n", decode_samples);
|
|
}
|
|
else {
|
|
/* seekr=9s, current=8s > decode=1s from current */
|
|
decode_samples = seek_relative - vgmstream->current_sample;
|
|
|
|
//;VGM_LOG("SEEK: loop start forward / dec=%i\n", decode_samples);
|
|
}
|
|
}
|
|
else {
|
|
/* seek can be clamped between loop parts (relative to decoder's current_sample) to minimize decoding */
|
|
int32_t loop_body, loop_seek, loop_curr;
|
|
|
|
/* current must have reached loop start at some point */
|
|
if (!vgmstream->hit_loop) {
|
|
int32_t skip_samples;
|
|
|
|
if (vgmstream->current_sample >= vgmstream->loop_start_sample) {
|
|
VGM_LOG("SEEK: bad current sample %i vs %i\n", vgmstream->current_sample, vgmstream->loop_start_sample);
|
|
reset_vgmstream(vgmstream);
|
|
}
|
|
|
|
skip_samples = (vgmstream->loop_start_sample - vgmstream->current_sample);
|
|
//;VGM_LOG("SEEK: must loop / skip=%i, curr=%i\n", skip_samples, vgmstream->current_sample);
|
|
|
|
seek_force_decode(vgmstream, skip_samples);
|
|
}
|
|
|
|
/* current must be in loop area (shouldn't happen?) */
|
|
if (vgmstream->current_sample < vgmstream->loop_start_sample
|
|
|| vgmstream->current_sample < vgmstream->loop_end_sample) {
|
|
//;VGM_LOG("SEEK: current outside loop area / curr=%i, ls=%i, le=%i\n", vgmstream->current_sample, vgmstream->current_sample, vgmstream->loop_end_sample);
|
|
seek_force_loop(vgmstream, 0);
|
|
}
|
|
|
|
|
|
loop_body = (vgmstream->loop_end_sample - vgmstream->loop_start_sample);
|
|
loop_seek = seek_relative - vgmstream->loop_start_sample;
|
|
loop_count = loop_seek / loop_body;
|
|
loop_seek = loop_seek % loop_body;
|
|
loop_curr = vgmstream->current_sample - vgmstream->loop_start_sample;
|
|
|
|
/* when "ignore fade" is used and seek falls into non-fade part, this needs to seek right before it
|
|
so when calling seek_force_loop detection kicks in, and non-fade then decodes normally */
|
|
if (vgmstream->loop_target && vgmstream->loop_target == loop_count) {
|
|
loop_seek = loop_body;
|
|
}
|
|
|
|
//;VGM_LOG("SEEK: in loop / seekl=%i, loops=%i, cur=%i, dec=%i\n", loop_seek, loop_count, loop_curr, decode_samples);
|
|
if (loop_seek < loop_curr) {
|
|
decode_samples += loop_seek;
|
|
seek_force_loop(vgmstream, loop_count);
|
|
|
|
//;VGM_LOG("SEEK: loop reset / dec=%i, loop=%i\n", decode_samples, loop_count);
|
|
}
|
|
else {
|
|
decode_samples += (loop_seek - loop_curr);
|
|
|
|
//;VGM_LOG("SEEK: loop forward / dec=%i, loop=%i\n", decode_samples, loop_count);
|
|
}
|
|
|
|
/* adjust fade if seek ends in fade region */
|
|
if (!play_forever
|
|
&& seek_sample >= ps->pad_begin_duration + ps->body_duration
|
|
&& seek_sample < ps->pad_begin_duration + ps->body_duration + ps->fade_duration) {
|
|
ps->fade_left = ps->pad_begin_duration + ps->body_duration + ps->fade_duration - seek_sample;
|
|
//;VGM_LOG("SEEK: in fade / fade=%i, %i\n", ps->fade_left, ps->fade_duration);
|
|
}
|
|
}
|
|
|
|
/* done at the end in case of reset */
|
|
ps->pad_begin_left = 0;
|
|
ps->trim_begin_left = 0;
|
|
}
|
|
|
|
/* pad end and beyond: ignored */
|
|
else {
|
|
decode_samples = 0;
|
|
ps->pad_begin_left = 0;
|
|
ps->trim_begin_left = 0;
|
|
if (!is_looped)
|
|
vgmstream->current_sample = vgmstream->num_samples + 1;
|
|
|
|
//;VGM_LOG("SEEK: end silence / dec=%i\n", decode_samples);
|
|
/* looping decoder state isn't changed (seek backwards could use current sample) */
|
|
}
|
|
|
|
|
|
seek_force_decode(vgmstream, decode_samples);
|
|
|
|
vgmstream->pstate.play_position = seek_sample;
|
|
}
|