Files
ppsspp/Core/HW/SimpleAudioDec.cpp
T
Henrik RydgårdandClaude Opus 5.5 7f70918def AuCtx: Accept a savestate with an MP3 handle reserved without parameters
sceMp3ReserveMp3Handle(0) gives a context with no buffers, which the PCM
buffer size check added to AuCtx::DoState rejected, failing the load partway
through.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 07:52:21 +02:00

723 lines
22 KiB
C++

// Copyright (c) 2013- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <algorithm>
#include <cmath>
#include "Common/Serialize/SerializeFuncs.h"
#include "Core/Debugger/MemBlockInfo.h"
#include "Core/HLE/FunctionWrappers.h"
#include "Core/HW/SimpleAudioDec.h"
#include "Core/HW/MediaEngine.h"
#include "Core/HW/BufferQueue.h"
#include "Core/HW/Atrac3Standalone.h"
#ifdef USE_FFMPEG
extern "C" {
#include "libavformat/avformat.h"
#include "libswresample/swresample.h"
#include "libavutil/samplefmt.h"
#include "libavcodec/avcodec.h"
#include "libavutil/version.h"
#include "Core/FFMPEGCompat.h"
}
#include "Core/Config.h"
#else
extern "C" {
struct AVCodec;
struct AVCodecContext;
struct SwrContext;
struct AVFrame;
}
#endif // USE_FFMPEG
// AAC decoder candidates:
// * https://github.com/mstorsjo/fdk-aac/tree/master
// h.264 decoder candidates:
// * https://github.com/meerkat-cv/h264_decoder
// * https://github.com/shengbinmeng/ffmpeg-h264-dec
// FFMPEG-based decoder. TODO: Replace with individual codecs.
// Based on http://ffmpeg.org/doxygen/trunk/doc_2examples_2decoding_encoding_8c-example.html#_a13
class FFmpegAudioDecoder : public AudioDecoder {
public:
FFmpegAudioDecoder(PSPAudioType audioType, int sampleRateHz = 44100, int channels = 2);
~FFmpegAudioDecoder();
bool Decode(const uint8_t* inbuf, int inbytes, int *inbytesConsumed, int outputChannels, int16_t *outbuf, int *outSamples) override;
bool IsOK() const override {
#ifdef USE_FFMPEG
return codec_ != 0;
#else
return 0;
#endif
}
void SetChannels(int channels) override;
// These two are only here because of save states.
PSPAudioType GetAudioType() const override { return audioType; }
private:
bool OpenCodec(int block_align);
PSPAudioType audioType;
int sample_rate_;
int channels_;
AVFrame *frame_ = nullptr;
AVCodec *codec_ = nullptr;
AVCodecContext *codecCtx_ = nullptr;
SwrContext *swrCtx_ = nullptr;
bool codecOpen_ = false;
};
AudioDecoder *CreateAudioDecoder(PSPAudioType audioType, int sampleRateHz, int channels, size_t blockAlign, const uint8_t *extraData, size_t extraDataSize) {
bool forceFfmpeg = false;
#ifdef USE_FFMPEG
forceFfmpeg = g_Config.bForceFfmpegForAudioDec;
#endif
if (forceFfmpeg) {
return new FFmpegAudioDecoder(audioType, sampleRateHz, channels);
}
switch (audioType) {
case PSP_CODEC_AT3:
return CreateAtrac3Audio(channels, blockAlign, extraData, extraDataSize);
case PSP_CODEC_AT3PLUS:
return CreateAtrac3PlusAudio(channels, blockAlign);
default:
// Only AAC normally falls back to FFMPEG now.
return new FFmpegAudioDecoder(audioType, sampleRateHz, channels);
}
}
static int GetAudioCodecID(int audioType) {
#ifdef USE_FFMPEG
switch (audioType) {
case PSP_CODEC_AAC:
return AV_CODEC_ID_AAC;
case PSP_CODEC_AT3:
return AV_CODEC_ID_ATRAC3;
case PSP_CODEC_AT3PLUS:
return AV_CODEC_ID_ATRAC3P;
case PSP_CODEC_MP3:
return AV_CODEC_ID_MP3;
default:
return AV_CODEC_ID_NONE;
}
#else
return 0;
#endif // USE_FFMPEG
}
FFmpegAudioDecoder::FFmpegAudioDecoder(PSPAudioType audioType, int sampleRateHz, int channels)
: audioType(audioType), sample_rate_(sampleRateHz), channels_(channels) {
#ifdef USE_FFMPEG
#if LIBAVFORMAT_VERSION_INT < AV_VERSION_INT(58, 18, 100)
avcodec_register_all();
#endif
#if LIBAVFORMAT_VERSION_INT < AV_VERSION_INT(58, 12, 100)
av_register_all();
#endif
InitFFmpeg();
frame_ = av_frame_alloc();
// Get AUDIO Codec ctx
int audioCodecId = GetAudioCodecID(audioType);
if (!audioCodecId) {
ERROR_LOG(Log::ME, "This version of FFMPEG does not support Audio codec type: %08x. Update your submodule.", audioType);
return;
}
// Find decoder
codec_ = avcodec_find_decoder((AVCodecID)audioCodecId);
if (!codec_) {
// Eh, we shouldn't even have managed to compile. But meh.
ERROR_LOG(Log::ME, "This version of FFMPEG does not support AV_CODEC_ctx for audio (%s). Update your submodule.", GetCodecName(audioType));
return;
}
// Allocate codec context
codecCtx_ = avcodec_alloc_context3(codec_);
if (!codecCtx_) {
ERROR_LOG(Log::ME, "Found a decoder for audio codec ID %08x but failed to allocate a codec context. Strange.", audioCodecId);
return;
}
#if LIBAVUTIL_VERSION_MAJOR >= 59
if (channels_ == 2)
codecCtx_->ch_layout = AV_CHANNEL_LAYOUT_STEREO;
else
codecCtx_->ch_layout = AV_CHANNEL_LAYOUT_MONO;
#else
codecCtx_->channels = channels_;
codecCtx_->channel_layout = channels_ == 2 ? AV_CH_LAYOUT_STEREO : AV_CH_LAYOUT_MONO;
#endif
codecCtx_->sample_rate = sample_rate_;
#endif // USE_FFMPEG
}
bool FFmpegAudioDecoder::OpenCodec(int block_align) {
#ifdef USE_FFMPEG
if (!codec_ || !codecCtx_) {
ERROR_LOG(Log::ME, "Codec context not allocated for some reason. This is bad.");
return false;
}
// Some versions of FFmpeg require this set. May be set in SetExtraData(), but optional.
// When decoding, we decode by packet, so we know the size.
if (codecCtx_->block_align == 0) {
codecCtx_->block_align = block_align;
}
AVDictionary *opts = 0;
int retval = avcodec_open2(codecCtx_, codec_, &opts);
if (retval < 0) {
ERROR_LOG(Log::ME, "Failed to open codec: retval = %i", retval);
}
av_dict_free(&opts);
codecOpen_ = true;
return retval >= 0;
#else
return false;
#endif // USE_FFMPEG
}
void FFmpegAudioDecoder::SetChannels(int channels) {
if (channels_ == channels) {
// Do nothing, already set.
return;
}
#ifdef USE_FFMPEG
if (codecOpen_) {
ERROR_LOG(Log::ME, "Codec already open, cannot change channels");
} else {
channels_ = channels;
#if LIBAVUTIL_VERSION_MAJOR >= 59
if (channels_ == 2)
codecCtx_->ch_layout = AV_CHANNEL_LAYOUT_STEREO;
else
codecCtx_->ch_layout = AV_CHANNEL_LAYOUT_MONO;
#else
codecCtx_->channels = channels_;
codecCtx_->channel_layout = channels_ == 2 ? AV_CH_LAYOUT_STEREO : AV_CH_LAYOUT_MONO;
#endif
}
#endif
}
FFmpegAudioDecoder::~FFmpegAudioDecoder() {
#ifdef USE_FFMPEG
swr_free(&swrCtx_);
av_frame_free(&frame_);
#if LIBAVCODEC_VERSION_INT >= AV_VERSION_INT(55, 52, 0)
avcodec_free_context(&codecCtx_);
#else
// Future versions may add other things to free, but avcodec_free_context didn't exist yet here.
avcodec_close(codecCtx_);
av_freep(&codecCtx_->extradata);
av_freep(&codecCtx_->subtitle_header);
av_freep(&codecCtx_);
#endif
codec_ = 0;
#endif // USE_FFMPEG
}
// Decodes a single input frame.
bool FFmpegAudioDecoder::Decode(const uint8_t *inbuf, int inbytes, int *inbytesConsumed, int outputChannels, int16_t *outbuf, int *outSamples) {
#ifdef USE_FFMPEG
if (!codecOpen_) {
OpenCodec(inbytes);
if (!codecOpen_) {
ERROR_LOG(Log::ME, "Codec not open, can't decode.");
return false;
}
}
AVPacket packet;
av_init_packet(&packet);
packet.data = (uint8_t *)(inbuf);
packet.size = inbytes;
int got_frame = 0;
av_frame_unref(frame_);
if (outSamples) {
*outSamples = 0;
}
if (inbytesConsumed) {
*inbytesConsumed = 0;
}
#if LIBAVCODEC_VERSION_INT >= AV_VERSION_INT(57, 48, 101)
if (inbytes != 0) {
int err = avcodec_send_packet(codecCtx_, &packet);
if (err < 0) {
ERROR_LOG(Log::ME, "Error sending audio frame to decoder (%d bytes): %d (%08x)", inbytes, err, err);
return false;
}
}
int err = avcodec_receive_frame(codecCtx_, frame_);
int len = 0;
if (err >= 0) {
len = packet.size;
got_frame = 1;
} else if (err != AVERROR(EAGAIN)) {
len = err;
}
#else
int len = avcodec_decode_audio4(codecCtx_, frame_, &got_frame, &packet);
#endif
#if LIBAVCODEC_VERSION_INT >= AV_VERSION_INT(57, 12, 100)
av_packet_unref(&packet);
#else
av_free_packet(&packet);
#endif
if (len < 0) {
ERROR_LOG(Log::ME, "Error decoding Audio frame (%i bytes): %i (%08x)", inbytes, len, len);
return false;
}
// get bytes consumed in source
if (inbytesConsumed) {
*inbytesConsumed = len;
}
if (got_frame) {
// Initializing the sample rate convert. We will use it to convert float output into int.
_dbg_assert_(outputChannels == 2);
#if LIBAVUTIL_VERSION_MAJOR >= 59
AVChannelLayout wanted_channel_layout = AV_CHANNEL_LAYOUT_STEREO; // we want stereo output layout
const AVChannelLayout& dec_channel_layout = frame_->ch_layout; // decoded channel layout
#else
int64_t wanted_channel_layout = AV_CH_LAYOUT_STEREO; // we want stereo output layout
int64_t dec_channel_layout = frame_->channel_layout; // decoded channel layout
#endif
if (!swrCtx_) {
// TODO: Allow these to differ.
const int inputSampleRate = codecCtx_->sample_rate;
const int outputSampleRate = codecCtx_->sample_rate;
#if LIBAVUTIL_VERSION_MAJOR >= 59
swr_alloc_set_opts2(
&swrCtx_,
&wanted_channel_layout,
AV_SAMPLE_FMT_S16,
outputSampleRate,
&dec_channel_layout,
codecCtx_->sample_fmt,
inputSampleRate,
0,
NULL);
#else
swrCtx_ = swr_alloc_set_opts(
swrCtx_,
wanted_channel_layout,
AV_SAMPLE_FMT_S16,
outputSampleRate,
dec_channel_layout,
codecCtx_->sample_fmt,
inputSampleRate,
0,
NULL);
#endif
if (!swrCtx_ || swr_init(swrCtx_) < 0) {
ERROR_LOG(Log::ME, "swr_init: Failed to initialize the resampling context");
#if LIBAVCODEC_VERSION_MAJOR >= 62
avcodec_free_context(&codecCtx_);
#else
avcodec_close(codecCtx_);
#endif
codec_ = 0;
return false;
}
}
// convert audio to AV_SAMPLE_FMT_S16
int swrRet = 0;
if (outbuf != nullptr) {
swrRet = swr_convert(swrCtx_, (uint8_t **)&outbuf, frame_->nb_samples, (const u8 **)frame_->extended_data, frame_->nb_samples);
}
if (swrRet < 0) {
ERROR_LOG(Log::ME, "swr_convert: Error while converting: %d", swrRet);
return false;
}
// output stereo samples per frame
if (outSamples) {
*outSamples = swrRet;
}
// Save outbuf into pcm audio, you can uncomment this line to save and check the decoded audio into pcm file.
// SaveAudio("dump.pcm", outbuf, *outbytes);
}
return true;
#else
// Zero bytes output. No need to memset.
*outSamples = 0;
return true;
#endif // USE_FFMPEG
}
void AudioClose(AudioDecoder **ctx) {
#ifdef USE_FFMPEG
delete *ctx;
*ctx = 0;
#endif // USE_FFMPEG
}
void AudioClose(FFmpegAudioDecoder **ctx) {
#ifdef USE_FFMPEG
delete *ctx;
*ctx = 0;
#endif // USE_FFMPEG
}
static const char *const codecNames[4] = {
"AT3+", "AT3", "MP3", "AAC",
};
const char *GetCodecName(int codec) {
if (codec >= PSP_CODEC_AT3PLUS && codec <= PSP_CODEC_AAC) {
return codecNames[codec - PSP_CODEC_AT3PLUS];
} else {
return "(unk)";
}
};
bool IsValidCodec(PSPAudioType codec){
if (codec >= PSP_CODEC_AT3PLUS && codec <= PSP_CODEC_AAC) {
return true;
}
return false;
}
// sceAu module starts from here
AuCtx::AuCtx() {
}
AuCtx::~AuCtx() {
if (decoder) {
AudioClose(&decoder);
decoder = nullptr;
}
}
size_t AuCtx::FindNextMp3Sync() {
// sourcebuff.size() - 2 underflows to a huge size_t when size() is 0 or 1,
// turning this into an out-of-bounds scan - guard against that explicitly.
if (sourcebuff.size() < 3) {
return 0;
}
for (size_t i = 0; i < sourcebuff.size() - 2; ++i) {
if ((sourcebuff[i] & 0xFF) == 0xFF && (sourcebuff[i + 1] & 0xC0) == 0xC0) {
return i;
}
}
return 0;
}
// return output pcm size, <0 error
u32 AuCtx::AuDecode(u32 pcmAddr) {
u32 outptr = PCMBuf + nextOutputHalf * PCMBufSize / 2;
auto outbuf = Memory::GetPointerWriteRangeOrException(outptr, PCMBufSize / 2);
int outpcmbufsize = 0;
if (pcmAddr)
Memory::WriteOrException_U32(outptr, pcmAddr);
// The stream is over once the decoder has consumed up to endPos, whatever is still sitting in
// the buffer. A game can hand us more than the file actually had - audio/mp3/stream notifies
// the full size it asked for even when the read came up short - and the hardware won't decode
// that tail, it just reports the end. A stream that still has loops left was already rewound
// by the block below, so this only stops us for good.
bool end = (int64_t)readPos - AuBufAvailable >= (int64_t)endPos;
// Decode a single frame in sourcebuff and output into PCMBuf.
if (!end && !sourcebuff.empty()) {
// FFmpeg doesn't seem to search for a sync for us, so let's do that.
int nextSync = 0;
if (decoder->GetAudioType() == PSP_CODEC_MP3) {
nextSync = (int)FindNextMp3Sync();
}
int inbytesConsumed = 0;
int outSamples = 0;
decoder->Decode(&sourcebuff[nextSync], (int)sourcebuff.size() - nextSync, &inbytesConsumed, 2, (int16_t *)outbuf, &outSamples);
outpcmbufsize = outSamples * 2 * sizeof(int16_t);
if (outpcmbufsize == 0) {
// Nothing was output, hopefully we're at the end of the stream.
AuBufAvailable = 0;
sourcebuff.clear();
} else {
// Update our total decoded samples, but don't count stereo.
SumDecodedSamples += outSamples;
// get consumed source length
int srcPos = inbytesConsumed + nextSync;
// remove the consumed source
if (srcPos > 0)
sourcebuff.erase(sourcebuff.begin(), sourcebuff.begin() + srcPos);
// reduce the available Aubuff size
// (the available buff size is now used to know if we can read again from file and how many to read)
AuBufAvailable -= srcPos;
}
}
// Check again now that the decode has consumed more. The hardware rewinds in the same call that
// decodes the last frame, so the sum reads back as zero right after it (audio/mp3/getsumdecoded).
end = (int64_t)readPos - AuBufAvailable >= (int64_t)endPos;
if (end && LoopNum != 0) {
// When looping, start the sum back off at zero and reset readPos to the start.
SumDecodedSamples = 0;
readPos = startPos;
if (LoopNum > 0)
LoopNum--;
}
if (outpcmbufsize == 0 && !end) {
// If we didn't decode anything, we fill this half of the buffer with zeros.
outpcmbufsize = PCMBufSize / 2;
if (outbuf != nullptr)
memset(outbuf, 0, outpcmbufsize);
} else if ((u32)outpcmbufsize < PCMBufSize / 2) {
// TODO: Not sure it actually zeros this out.
if (outbuf != nullptr)
memset(outbuf + outpcmbufsize, 0, PCMBufSize / 2 - outpcmbufsize);
}
if (outpcmbufsize != 0)
NotifyMemInfo(MemBlockFlags::WRITE, outptr, outpcmbufsize, "AuDecode");
nextOutputHalf ^= 1;
return outpcmbufsize;
}
// return 1 to read more data stream, 0 don't read
int AuCtx::AuCheckStreamDataNeeded() {
// If we would ask for bytes, then some are needed.
if (AuStreamBytesNeeded() > 0) {
return 1;
}
return 0;
}
int AuCtx::AuStreamBytesNeeded() {
if (decoder->GetAudioType() == PSP_CODEC_MP3) {
// The endPos and readPos are not considered, except when you've read to the end.
// Compare signed: readPos is an int and can legitimately go negative (a game can notify
// a negative size), and promoting that to u64 would make it look like the end of the
// stream instead of what the hardware reports.
if ((int64_t)readPos >= (int64_t)endPos)
return 0;
// The area after the workarea is double buffered: the game may write ahead up to the end
// of the half that follows the one the decoder is currently reading from, so a half only
// opens up once the decoder has consumed past its end. Decoding a single frame therefore
// usually frees nothing at all, which is what the hardware reports (audio/mp3/checkneeded).
// Games depend on it: Beats sleeps 50ms every time sceMp3CheckStreamDataNeeded() says it's
// behind, so handing back the bytes each decode consumed made it sleep once per frame and
// fall to less than half of realtime - badly stuttering custom soundtracks.
//
// Every case seen so far - the two hardware tests, Beats and Wipeout Pulse - passes the
// minimum 8192 byte buffer, so the split being exactly half is unverified for anything
// larger. If a game with a bigger buffer ever streams badly, suspect this first: the real
// granularity could be a fixed chunk size rather than half of whatever it was given.
int half = AuStreamHalfSize();
if (half <= 0)
return 0;
int64_t written = (int64_t)readPos - (int64_t)startPos;
int64_t consumed = written - AuBufAvailable;
// Floor division - consumed can go negative if a game notifies a negative size.
int64_t halvesDone = consumed / half - ((consumed % half < 0) ? 1 : 0);
// Note that this is deliberately not clamped to the buffer size. The hardware reports
// 6721 bytes to write for an 8192 byte buffer after notifying a size of -1.
return (int)std::max((int64_t)0, (halvesDone + 2) * half - written);
}
// TODO: Untested. Maybe similar to MP3.
return std::min((int)AuBufSize - AuBufAvailable, (int)endPos - readPos);
}
int AuCtx::AuStreamWorkareaSize() {
// Note that this is 31 bytes more than the max layer 3 frame size.
if (decoder->GetAudioType() == PSP_CODEC_MP3)
return 0x05c0;
return 0;
}
// Size of each of the two halves the stream buffer is split into, after the workarea.
int AuCtx::AuStreamHalfSize() {
return ((int)AuBufSize - AuStreamWorkareaSize()) / 2;
}
// Offset into the stream buffer (past the workarea) that the next added bytes go to. The write
// position simply walks the two halves in turn and wraps around, it doesn't follow the decoder.
int AuCtx::AuStreamWriteOffset() {
int size = AuStreamHalfSize() * 2;
if (size <= 0)
return 0;
int64_t pos = ((int64_t)readPos - (int64_t)startPos) % size;
if (pos < 0)
pos += size;
return (int)pos;
}
// check how many bytes we have read from source file
u32 AuCtx::AuNotifyAddStreamData(int size) {
int offset = AuStreamWorkareaSize();
// Where AuGetInfoToAddStreamData pointed the game, i.e. where the bytes it just added start.
// Has to be sampled before readPos moves on below.
const int writeOffset = AuStreamWriteOffset();
if (askedReadSize != 0) {
// Old save state, numbers already adjusted.
int diffsize = size - askedReadSize;
// Notify the real read size
if (diffsize != 0) {
readPos += diffsize;
AuBufAvailable += diffsize;
}
askedReadSize = 0;
} else {
readPos += size;
AuBufAvailable += size;
}
// `size` is game-supplied and was previously trusted outright: a negative value
// would make sourcebuff.resize() attempt a huge allocation (size_t underflow),
// and an unbounded positive value would grow sourcebuff without limit (DoS).
// The validated range also has to match what's actually read below - it was
// checking [AuBuf, AuBuf+size) while the copy reads from [AuBuf+offset, ...).
if (size > 0 && (int64_t)offset + writeOffset + size <= (int64_t)AuBufSize &&
Memory::IsValidRange(AuBuf + offset + writeOffset, size)) {
sourcebuff.resize(sourcebuff.size() + size);
Memory::MemcpyUnchecked(&sourcebuff[sourcebuff.size() - size], AuBuf + offset + writeOffset, size);
}
return 0;
}
// read from stream position srcPos of size bytes into buff
// buff, size and srcPos are all pointers
u32 AuCtx::AuGetInfoToAddStreamData(u32 bufPtr, u32 sizePtr, u32 srcPosPtr) {
int readsize = AuStreamBytesNeeded();
int offset = AuStreamWorkareaSize();
// The write position walks forward through the two halves as data is added and wraps around,
// so point the game at that rather than at the start of the work area.
if (readsize != 0) {
if (Memory::IsValidAddress(bufPtr))
Memory::WriteUnchecked_U32(AuBuf + offset + AuStreamWriteOffset(), bufPtr);
if (Memory::IsValidAddress(sizePtr))
Memory::WriteUnchecked_U32(readsize, sizePtr);
if (Memory::IsValidAddress(srcPosPtr))
Memory::WriteUnchecked_U32(readPos, srcPosPtr);
} else {
if (Memory::IsValidAddress(bufPtr))
Memory::WriteUnchecked_U32(0, bufPtr);
if (Memory::IsValidAddress(sizePtr))
Memory::WriteUnchecked_U32(0, sizePtr);
if (Memory::IsValidAddress(srcPosPtr))
Memory::WriteUnchecked_U32(0, srcPosPtr);
}
// Just for old save states.
askedReadSize = 0;
return 0;
}
u32 AuCtx::AuResetPlayPositionByFrame(int frame) {
// Note: this doesn't correctly handle padding or slot size, but the PSP doesn't either.
uint32_t bytesPerSecond = (MaxOutputSample / 8) * BitRate * 1000;
readPos = startPos + (frame * bytesPerSecond) / SamplingRate;
// Not sure why, but it seems to consistently seek 1 before, maybe in case it's off slightly.
if (frame != 0)
readPos -= 1;
SumDecodedSamples = frame * MaxOutputSample;
AuBufAvailable = 0;
sourcebuff.clear();
return 0;
}
u32 AuCtx::AuResetPlayPosition() {
readPos = startPos;
SumDecodedSamples = 0;
AuBufAvailable = 0;
sourcebuff.clear();
return 0;
}
void AuCtx::DoState(PointerWrap &p) {
auto s = p.Section("AuContext", 0, 2);
if (!s)
return;
Do(p, startPos);
Do(p, endPos);
Do(p, AuBuf);
Do(p, AuBufSize);
Do(p, PCMBuf);
Do(p, PCMBufSize);
Do(p, freq);
Do(p, SumDecodedSamples);
Do(p, LoopNum);
Do(p, Channels);
Do(p, MaxOutputSample);
Do(p, readPos);
int audioType = decoder ? (int)decoder->GetAudioType() : 0;
Do(p, audioType);
Do(p, BitRate);
Do(p, SamplingRate);
Do(p, askedReadSize);
int dummy = 0;
Do(p, dummy);
Do(p, FrameNum);
// The decoder writes a whole frame into each half. The game side requires at least this much,
// except for an MP3 handle reserved without parameters, which has no buffers at all.
const u32 minPCMBufSize = audioType == PSP_CODEC_AAC ? 8192 : 9216;
const bool noBuffers = PCMBuf == 0 && PCMBufSize == 0;
if (p.mode == p.MODE_READ && PCMBufSize < minPCMBufSize && !noBuffers) {
ERROR_LOG(Log::SaveState, "AuCtx: PCM buffer of %d bytes in savestate is too small", PCMBufSize);
p.SetError(p.ERROR_FAILURE);
return;
}
if (s < 2) {
AuBufAvailable = 0;
Version = 3;
} else {
Do(p, Version);
Do(p, AuBufAvailable);
Do(p, sourcebuff);
Do(p, nextOutputHalf);
}
if (p.mode == p.MODE_READ) {
decoder = CreateAudioDecoder((PSPAudioType)audioType);
}
}