(ded4a3e0a) v0.9.0.7

This commit is contained in:
Joonas Rikkonen
2019-06-25 16:00:44 +03:00
parent e5ae622c77
commit 4a51db77b5
1777 changed files with 421528 additions and 917 deletions
@@ -0,0 +1,202 @@
// MonoGame - Copyright (C) The MonoGame Team
// This file is subject to the terms and conditions defined in
// file 'LICENSE.txt', which is part of this source code package.
using System;
using System.Collections.ObjectModel;
using System.IO;
namespace Microsoft.Xna.Framework.Content.Pipeline.Audio
{
/// <summary>
/// Encapsulates and provides operations, such as format conversions, on the
/// source audio. This type is produced by the audio importers and used by audio
/// processors to produce compiled audio assets.
/// </summary>
/// <remarks>Note that AudioContent can load and process audio files that are not supported by the importers.</remarks>
public class AudioContent : ContentItem, IDisposable
{
private bool _disposed;
private readonly string _fileName;
private readonly AudioFileType _fileType;
private ReadOnlyCollection<byte> _data;
private TimeSpan _duration;
private AudioFormat _format;
private int _loopStart;
private int _loopLength;
/// <summary>
/// The name of the original source audio file.
/// </summary>
[ContentSerializer(AllowNull = false)]
public string FileName { get { return _fileName; } }
/// <summary>
/// The type of the original source audio file.
/// </summary>
public AudioFileType FileType { get { return _fileType; } }
/// <summary>
/// The current raw audio data without header information.
/// </summary>
/// <remarks>
/// This changes from the source data to the output data after conversion.
/// For MP3 and WMA files this throws an exception to match XNA behavior.
/// </remarks>
public ReadOnlyCollection<byte> Data
{
get
{
if (_disposed || _data == null)
throw new InvalidContentException("Could not read the audio data from file \"" + Path.GetFileName(_fileName) + "\".");
return _data;
}
}
/// <summary>
/// The duration of the audio data.
/// </summary>
public TimeSpan Duration
{
get
{
return _duration;
}
}
/// <summary>
/// The current format of the audio data.
/// </summary>
/// <remarks>This changes from the source format to the output format after conversion.</remarks>
public AudioFormat Format
{
get
{
return _format;
}
}
/// <summary>
/// The current loop length in samples.
/// </summary>
/// <remarks>This changes from the source loop length to the output loop length after conversion.</remarks>
public int LoopLength
{
get
{
return _loopLength;
}
}
/// <summary>
/// The current loop start location in samples.
/// </summary>
/// <remarks>This changes from the source loop start to the output loop start after conversion.</remarks>
public int LoopStart
{
get
{
return _loopStart;
}
}
/// <summary>
/// Initializes a new instance of AudioContent.
/// </summary>
/// <param name="audioFileName">Name of the audio source file to be processed.</param>
/// <param name="audioFileType">Type of the processed audio: WAV, MP3 or WMA.</param>
/// <remarks>Constructs the object from the specified source file, in the format specified.</remarks>
public AudioContent(string audioFileName, AudioFileType audioFileType)
{
_fileName = audioFileName;
try
{
// Get the full path to the file.
audioFileName = Path.GetFullPath(audioFileName);
// Use probe to get the details of the file.
DefaultAudioProfile.ProbeFormat(audioFileName, out _fileType, out _format, out _duration, out _loopStart, out _loopLength);
// Looks like XNA only cares about type mismatch when
// the type is WAV... else it is ok.
if ( (audioFileType == AudioFileType.Wav || _fileType == AudioFileType.Wav) &&
audioFileType != _fileType)
throw new ArgumentException("Incorrect file type!", "audioFileType");
// Only provide the data for WAV files.
if (audioFileType == AudioFileType.Wav)
{
byte[] rawData;
// Must be opened in read mode otherwise it fails to open
// read-only files (found in some source control systems)
using (var fs = new FileStream(audioFileName, FileMode.Open, FileAccess.Read))
{
rawData = new byte[fs.Length];
fs.Read(rawData, 0, rawData.Length);
}
AudioFormat riffAudioFormat;
var stripped = DefaultAudioProfile.StripRiffWaveHeader(rawData, out riffAudioFormat);
if (riffAudioFormat != null)
{
if ((_format.Format != 2 && _format.Format != 17) && _format.BlockAlign != riffAudioFormat.BlockAlign)
throw new InvalidOperationException("Calculated block align does not match RIFF " + _format.BlockAlign + " : " + riffAudioFormat.BlockAlign);
if (_format.ChannelCount != riffAudioFormat.ChannelCount)
throw new InvalidOperationException("Probed channel count does not match RIFF: " + _format.ChannelCount + ", " + riffAudioFormat.ChannelCount);
if (_format.Format != riffAudioFormat.Format)
throw new InvalidOperationException("Probed audio format does not match RIFF: " + _format.Format + ", " + riffAudioFormat.Format);
if (_format.SampleRate != riffAudioFormat.SampleRate)
throw new InvalidOperationException("Probed sample rate does not match RIFF: " + _format.SampleRate + ", " + riffAudioFormat.SampleRate);
}
_data = Array.AsReadOnly(stripped);
}
}
catch (Exception ex)
{
var message = string.Format("Failed to open file {0}. Ensure the file is a valid audio file and is not DRM protected.", Path.GetFileNameWithoutExtension(audioFileName));
throw new InvalidContentException(message, ex);
}
}
/// <summary>
/// Transcodes the source audio to the target format and quality.
/// </summary>
/// <param name="formatType">Format to convert this audio to.</param>
/// <param name="quality">Quality of the processed output audio. For streaming formats, it can be one of the following: Low (96 kbps), Medium (128 kbps), Best (192 kbps). For WAV formats, it can be one of the following: Low (11kHz ADPCM), Medium (22kHz ADPCM), Best (44kHz PCM)</param>
/// <param name="saveToFile">
/// The name of the file that the converted audio should be saved into. This is used for SongContent, where
/// the audio is stored external to the XNB file. If this is null, then the converted audio is stored in
/// the Data property.
/// </param>
[Obsolete("You should prefer to use AudioProfile.")]
public void ConvertFormat(ConversionFormat formatType, ConversionQuality quality, string saveToFile)
{
// Call the legacy conversion code.
DefaultAudioProfile.ConvertToFormat(this, formatType, quality, saveToFile);
}
public void SetData(byte[] data, AudioFormat format, TimeSpan duration, int loopStart, int loopLength)
{
if (data == null)
throw new ArgumentNullException("data");
if (format == null)
throw new ArgumentNullException("format");
_data = Array.AsReadOnly(data);
_format = format;
_duration = duration;
_loopStart = loopStart;
_loopLength = loopLength;
}
public void Dispose()
{
_disposed = true;
_data = null;
}
}
}
@@ -0,0 +1,32 @@
// MonoGame - Copyright (C) The MonoGame Team
// This file is subject to the terms and conditions defined in
// file 'LICENSE.txt', which is part of this source code package.
namespace Microsoft.Xna.Framework.Content.Pipeline.Audio
{
/// <summary>
/// Type of the audio file.
/// </summary>
public enum AudioFileType
{
/// <summary>
/// The MP3 format
/// </summary>
Mp3,
/// <summary>
/// The WAV format
/// </summary>
Wav,
/// <summary>
/// The WMA format
/// </summary>
Wma,
/// <summary>
/// The Ogg format
/// </summary>
Ogg,
}
}
@@ -0,0 +1,108 @@
// MonoGame - Copyright (C) The MonoGame Team
// This file is subject to the terms and conditions defined in
// file 'LICENSE.txt', which is part of this source code package.
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Diagnostics;
using System.IO;
using System.Linq;
namespace Microsoft.Xna.Framework.Content.Pipeline.Audio
{
/// <summary>
/// Encapsulates the native audio format (WAVEFORMATEX) information of the audio content.
/// </summary>
public sealed class AudioFormat
{
int averageBytesPerSecond;
int bitsPerSample;
int blockAlign;
int channelCount;
int format;
List<byte> nativeWaveFormat;
int sampleRate;
/// <summary>
/// Gets the average bytes processed per second.
/// </summary>
/// <value>Average bytes processed per second.</value>
public int AverageBytesPerSecond { get { return averageBytesPerSecond; } }
/// <summary>
/// Gets the bit depth of the audio content.
/// </summary>
/// <value>If the audio has not been processed, the source bit depth; otherwise, the bit depth of the new format.</value>
public int BitsPerSample { get { return bitsPerSample; } }
/// <summary>
/// Gets the number of bytes per sample block, taking channels into consideration. For example, for 16-bit stereo audio (PCM format), the size of each sample block is 4 bytes.
/// </summary>
/// <value>Number of bytes, per sample block.</value>
public int BlockAlign { get { return blockAlign; } }
/// <summary>
/// Gets the number of channels.
/// </summary>
/// <value>If the audio has not been processed, the source channel count; otherwise, the new channel count.</value>
public int ChannelCount { get { return channelCount; } }
/// <summary>
/// Gets the format of the audio content.
/// </summary>
/// <value>If the audio has not been processed, the format tag of the source content; otherwise, the new format tag.</value>
public int Format { get { return format; } }
/// <summary>
/// Gets the raw byte buffer for the format. For non-PCM formats, this buffer contains important format-specific information beyond the basic format information exposed in other properties of the AudioFormat type.
/// </summary>
/// <value>The raw byte buffer represented in a collection.</value>
public ReadOnlyCollection<byte> NativeWaveFormat { get { return nativeWaveFormat.AsReadOnly(); } }
/// <summary>
/// Gets the sample rate of the audio content.
/// </summary>
/// <value>If the audio has not been processed, the source sample rate; otherwise, the new sample rate.</value>
public int SampleRate { get { return sampleRate; } }
internal AudioFormat(
int averageBytesPerSecond,
int bitsPerSample,
int blockAlign,
int channelCount,
int format,
int sampleRate)
{
this.averageBytesPerSecond = averageBytesPerSecond;
this.bitsPerSample = bitsPerSample;
this.blockAlign = blockAlign;
this.channelCount = channelCount;
this.format = format;
this.sampleRate = sampleRate;
this.nativeWaveFormat = this.ConstructNativeWaveFormat();
}
private List<byte> ConstructNativeWaveFormat()
{
using (var memory = new MemoryStream())
{
using (var writer = new BinaryWriter(memory))
{
writer.Write((short)this.format);
writer.Write((short)this.channelCount);
writer.Write((int)this.sampleRate);
writer.Write((int)this.averageBytesPerSecond);
writer.Write((short)this.blockAlign);
writer.Write((short)this.bitsPerSample);
writer.Write((short)0);
var bytes = new byte[memory.Position];
memory.Seek(0, SeekOrigin.Begin);
memory.Read(bytes, 0, bytes.Length);
return bytes.ToList();
}
}
}
}
}
@@ -0,0 +1,25 @@
// MonoGame - Copyright (C) The MonoGame Team
// This file is subject to the terms and conditions defined in
// file 'LICENSE.txt', which is part of this source code package.
namespace Microsoft.Xna.Framework.Content.Pipeline.Audio
{
/// <summary>
/// Helper methods for audio importing, conversion and processing.
/// </summary>
class AudioHelper
{
// This array must remain in sync with the ConversionFormat enum.
static string[] conversionFormatExtensions = new[] { "wav", "wav", "wma", "xma", "wav", "m4a", "ogg" };
/// <summary>
/// Gets the file extension for an audio format.
/// </summary>
/// <param name="format">The conversion format</param>
/// <returns>The file extension for the given conversion format.</returns>
static public string GetExtension(ConversionFormat format)
{
return conversionFormatExtensions[(int)format];
}
}
}
@@ -0,0 +1,81 @@
// MonoGame - Copyright (C) The MonoGame Team
// This file is subject to the terms and conditions defined in
// file 'LICENSE.txt', which is part of this source code package.
using System;
using System.Collections.Generic;
using System.Linq;
namespace Microsoft.Xna.Framework.Content.Pipeline.Audio
{
public abstract class AudioProfile
{
private static readonly LoadedTypeCollection<AudioProfile> _profiles = new LoadedTypeCollection<AudioProfile>();
/// <summary>
/// Find the profile for this target platform.
/// </summary>
/// <param name="platform">The platform target for audio.</param>
/// <returns></returns>
public static AudioProfile ForPlatform(TargetPlatform platform)
{
var profile = _profiles.FirstOrDefault(h => h.Supports(platform));
if (profile != null)
return profile;
throw new PipelineException("There is no supported audio profile for the '" + platform + "' platform!");
}
/// <summary>
/// Returns true if this profile supports audio processing for this platform.
/// </summary>
public abstract bool Supports(TargetPlatform platform);
/// <summary>
/// Converts the audio content to work on targeted platform.
/// </summary>
/// <param name="platform">The platform to build the audio content for.</param>
/// <param name="quality">The suggested audio quality level.</param>
/// <param name="content">The audio content to convert.</param>
/// <returns>The quality used for conversion which could be different from the suggested quality.</returns>
public abstract ConversionQuality ConvertAudio(TargetPlatform platform, ConversionQuality quality, AudioContent content);
/// <summary>
/// Converts the audio content to a streaming format that works on targeted platform.
/// </summary>
/// <param name="platform">The platform to build the audio content for.</param>
/// <param name="quality">The suggested audio quality level.</param>
/// <param name="content">he audio content to convert.</param>
/// <param name="outputFileName"></param>
/// <returns>The quality used for conversion which could be different from the suggested quality.</returns>
public abstract ConversionQuality ConvertStreamingAudio(TargetPlatform platform, ConversionQuality quality, AudioContent content, ref string outputFileName);
protected static int QualityToSampleRate(ConversionQuality quality, int sourceSampleRate)
{
switch (quality)
{
case ConversionQuality.Low:
return Math.Max(8000, (int)Math.Floor(sourceSampleRate / 2.0));
case ConversionQuality.Medium:
return Math.Max(8000, (int)Math.Floor((sourceSampleRate / 4.0) * 3));
}
return Math.Max(8000, sourceSampleRate);
}
protected static int QualityToBitRate(ConversionQuality quality)
{
switch (quality)
{
case ConversionQuality.Low:
return 96000;
case ConversionQuality.Medium:
return 128000;
}
return 192000;
}
}
}
@@ -0,0 +1,47 @@
// MonoGame - Copyright (C) The MonoGame Team
// This file is subject to the terms and conditions defined in
// file 'LICENSE.txt', which is part of this source code package.
namespace Microsoft.Xna.Framework.Content.Pipeline.Audio
{
/// <summary>
/// Target formats supported for audio source conversions.
/// </summary>
public enum ConversionFormat
{
/// <summary>
/// Microsoft ADPCM encoding technique using 4 bits
/// </summary>
Adpcm,
/// <summary>
/// 8/16-bit mono/stereo PCM audio 8KHz-48KHz
/// </summary>
Pcm,
/// <summary>
/// Windows Media CBR formats (64 kbps, 128 kbps, 192 kbps)
/// </summary>
WindowsMedia,
/// <summary>
/// The Xbox compression format
/// </summary>
Xma,
/// <summary>
/// QuickTime ADPCM format
/// </summary>
ImaAdpcm,
/// <summary>
/// Advanced Audio Coding
/// </summary>
Aac,
/// <summary>
/// Vorbis open, patent-free audio encoding
/// </summary>
Vorbis,
}
}
@@ -0,0 +1,27 @@
// MonoGame - Copyright (C) The MonoGame Team
// This file is subject to the terms and conditions defined in
// file 'LICENSE.txt', which is part of this source code package.
namespace Microsoft.Xna.Framework.Content.Pipeline.Audio
{
/// <summary>
/// Compression quality of the audio content.
/// </summary>
public enum ConversionQuality
{
/// <summary>
/// High compression yielding lower file size, but could compromise audio quality
/// </summary>
Low,
/// <summary>
/// Moderate compression resulting in a compromise between audio quality and file size
/// </summary>
Medium,
/// <summary>
/// Lowest compression, but the best audio quality
/// </summary>
Best,
}
}
@@ -0,0 +1,442 @@
// MonoGame - Copyright (C) The MonoGame Team
// This file is subject to the terms and conditions defined in
// file 'LICENSE.txt', which is part of this source code package.
using System;
using System.Globalization;
using System.IO;
using System.Linq;
namespace Microsoft.Xna.Framework.Content.Pipeline.Audio
{
internal class DefaultAudioProfile : AudioProfile
{
public override bool Supports(TargetPlatform platform)
{
return platform == TargetPlatform.Android ||
platform == TargetPlatform.DesktopGL ||
platform == TargetPlatform.MacOSX ||
platform == TargetPlatform.NativeClient ||
platform == TargetPlatform.RaspberryPi ||
platform == TargetPlatform.Windows ||
platform == TargetPlatform.WindowsPhone8 ||
platform == TargetPlatform.WindowsStoreApp ||
platform == TargetPlatform.iOS;
}
public override ConversionQuality ConvertAudio(TargetPlatform platform, ConversionQuality quality, AudioContent content)
{
// Default to PCM data, or ADPCM if the source is ADPCM.
var targetFormat = ConversionFormat.Pcm;
if (quality != ConversionQuality.Best || content.Format.Format == 2 || content.Format.Format == 17)
{
if (platform == TargetPlatform.iOS || platform == TargetPlatform.MacOSX || platform == TargetPlatform.DesktopGL)
targetFormat = ConversionFormat.ImaAdpcm;
else
targetFormat = ConversionFormat.Adpcm;
}
return ConvertToFormat(content, targetFormat, quality, null);
}
public override ConversionQuality ConvertStreamingAudio(TargetPlatform platform, ConversionQuality quality, AudioContent content, ref string outputFileName)
{
// Most platforms will use AAC ("mp4") by default
var targetFormat = ConversionFormat.Aac;
if ( platform == TargetPlatform.Windows ||
platform == TargetPlatform.WindowsPhone8 ||
platform == TargetPlatform.WindowsStoreApp)
targetFormat = ConversionFormat.WindowsMedia;
else if (platform == TargetPlatform.DesktopGL)
targetFormat = ConversionFormat.Vorbis;
// Get the song output path with the target format extension.
outputFileName = Path.ChangeExtension(outputFileName, AudioHelper.GetExtension(targetFormat));
// Make sure the output folder for the file exists.
Directory.CreateDirectory(Path.GetDirectoryName(outputFileName));
return ConvertToFormat(content, targetFormat, quality, outputFileName);
}
public static void ProbeFormat(string sourceFile, out AudioFileType audioFileType, out AudioFormat audioFormat, out TimeSpan duration, out int loopStart, out int loopLength)
{
string ffprobeStdout, ffprobeStderr;
var ffprobeExitCode = ExternalTool.Run(
"ffprobe",
string.Format("-i \"{0}\" -show_format -show_entries streams -v quiet -of flat", sourceFile),
out ffprobeStdout,
out ffprobeStderr);
if (ffprobeExitCode != 0)
throw new InvalidOperationException("ffprobe exited with non-zero exit code.");
// Set default values if information is not available.
int averageBytesPerSecond = 0;
int bitsPerSample = 0;
int blockAlign = 0;
int channelCount = 0;
int sampleRate = 0;
int format = 0;
string sampleFormat = null;
double durationInSeconds = 0;
var formatName = string.Empty;
try
{
var numberFormat = CultureInfo.InvariantCulture.NumberFormat;
foreach (var line in ffprobeStdout.Split(new[] {'\r', '\n', '\0'}, StringSplitOptions.RemoveEmptyEntries))
{
var kv = line.Split(new[] {'='}, 2);
switch (kv[0])
{
case "streams.stream.0.sample_rate":
sampleRate = int.Parse(kv[1].Trim('"'), numberFormat);
break;
case "streams.stream.0.bits_per_sample":
bitsPerSample = int.Parse(kv[1].Trim('"'), numberFormat);
break;
case "streams.stream.0.start_time":
{
double seconds;
if (double.TryParse(kv[1].Trim('"'), NumberStyles.Any, numberFormat, out seconds))
durationInSeconds += seconds;
break;
}
case "streams.stream.0.duration":
durationInSeconds += double.Parse(kv[1].Trim('"'), numberFormat);
break;
case "streams.stream.0.channels":
channelCount = int.Parse(kv[1].Trim('"'), numberFormat);
break;
case "streams.stream.0.sample_fmt":
sampleFormat = kv[1].Trim('"').ToLowerInvariant();
break;
case "streams.stream.0.bit_rate":
averageBytesPerSecond = (int.Parse(kv[1].Trim('"'), numberFormat)/8);
break;
case "format.format_name":
formatName = kv[1].Trim('"').ToLowerInvariant();
break;
case "streams.stream.0.codec_tag":
{
var hex = kv[1].Substring(3, kv[1].Length - 4);
format = int.Parse(hex, NumberStyles.HexNumber);
break;
}
}
}
}
catch (Exception ex)
{
throw new InvalidOperationException("Failed to parse ffprobe output.", ex);
}
// XNA seems to use the sample format for the bits per sample
// in the case of non-PCM formats like MP3 and WMA.
if (bitsPerSample == 0 && sampleFormat != null)
{
switch (sampleFormat)
{
case "u8":
case "u8p":
bitsPerSample = 8;
break;
case "s16":
case "s16p":
bitsPerSample = 16;
break;
case "s32":
case "s32p":
case "flt":
case "fltp":
bitsPerSample = 32;
break;
case "dbl":
case "dblp":
bitsPerSample = 64;
break;
}
}
// Figure out the file type.
var durationMs = (int)Math.Floor(durationInSeconds * 1000.0);
if (formatName == "wav")
{
audioFileType = AudioFileType.Wav;
}
else if (formatName == "mp3")
{
audioFileType = AudioFileType.Mp3;
format = 1;
durationMs = (int)Math.Ceiling(durationInSeconds * 1000.0);
bitsPerSample = Math.Min(bitsPerSample, 16);
}
else if (formatName == "wma" || formatName == "asf")
{
audioFileType = AudioFileType.Wma;
format = 1;
durationMs = (int)Math.Ceiling(durationInSeconds * 1000.0);
bitsPerSample = Math.Min(bitsPerSample, 16);
}
else if (formatName == "ogg")
{
audioFileType = AudioFileType.Ogg;
format = 1;
durationMs = (int)Math.Ceiling(durationInSeconds * 1000.0);
bitsPerSample = Math.Min(bitsPerSample, 16);
}
else
audioFileType = (AudioFileType) (-1);
// XNA seems to calculate the block alignment directly from
// the bits per sample and channel count regardless of the
// format of the audio data.
// ffprobe doesn't report blockAlign for ADPCM and we cannot calculate it like this
if (bitsPerSample > 0 && (format != 2 && format != 17))
blockAlign = (bitsPerSample * channelCount) / 8;
// XNA seems to only be accurate to the millisecond.
duration = TimeSpan.FromMilliseconds(durationMs);
// Looks like XNA calculates the average bps from
// the sample rate and block alignment.
if (blockAlign > 0)
averageBytesPerSecond = sampleRate * blockAlign;
audioFormat = new AudioFormat(
averageBytesPerSecond,
bitsPerSample,
blockAlign,
channelCount,
format,
sampleRate);
// Loop start and length in number of samples. For some
// reason XNA doesn't report loop length for non-WAV sources.
loopStart = 0;
if (audioFileType != AudioFileType.Wav)
loopLength = 0;
else
loopLength = (int)Math.Floor(sampleRate * durationInSeconds);
}
internal static byte[] StripRiffWaveHeader(byte[] data, out AudioFormat audioFormat)
{
audioFormat = null;
using (var reader = new BinaryReader(new MemoryStream(data)))
{
var signature = new string(reader.ReadChars(4));
if (signature != "RIFF")
return data;
reader.ReadInt32(); // riff_chunck_size
var wformat = new string(reader.ReadChars(4));
if (wformat != "WAVE")
return data;
// Look for the data chunk.
while (true)
{
var chunkSignature = new string(reader.ReadChars(4));
if (chunkSignature.ToLowerInvariant() == "data")
break;
if (chunkSignature.ToLowerInvariant() == "fmt ")
{
int fmtLength = reader.ReadInt32();
short formatTag = reader.ReadInt16();
short channels = reader.ReadInt16();
int sampleRate = reader.ReadInt32();
int avgBytesPerSec = reader.ReadInt32();
short blockAlign = reader.ReadInt16();
short bitsPerSample = reader.ReadInt16();
audioFormat = new AudioFormat(avgBytesPerSec, bitsPerSample, blockAlign, channels, formatTag, sampleRate);
fmtLength -= 2 + 2 + 4 + 4 + 2 + 2;
if (fmtLength < 0)
throw new InvalidOperationException("riff wave header has unexpected format");
reader.BaseStream.Seek(fmtLength, SeekOrigin.Current);
}
else
{
reader.BaseStream.Seek(reader.ReadInt32(), SeekOrigin.Current);
}
}
var dataSize = reader.ReadInt32();
data = reader.ReadBytes(dataSize);
}
return data;
}
public static void WritePcmFile(AudioContent content, string saveToFile, int bitRate = 192000, int? sampeRate = null)
{
string ffmpegStdout, ffmpegStderr;
var ffmpegExitCode = ExternalTool.Run(
"ffmpeg",
string.Format(
"-y -i \"{0}\" -vn -c:a pcm_s16le -b:a {2} {3} -f:a wav -strict experimental \"{1}\"",
content.FileName,
saveToFile,
bitRate,
sampeRate != null ? "-ar " + sampeRate.Value : ""
),
out ffmpegStdout,
out ffmpegStderr);
if (ffmpegExitCode != 0)
throw new InvalidOperationException("ffmpeg exited with non-zero exit code: \n" + ffmpegStdout + "\n" + ffmpegStderr);
}
public static ConversionQuality ConvertToFormat(AudioContent content, ConversionFormat formatType, ConversionQuality quality, string saveToFile)
{
var temporaryOutput = Path.GetTempFileName();
try
{
string ffmpegCodecName, ffmpegMuxerName;
//int format;
switch (formatType)
{
case ConversionFormat.Adpcm:
// ADPCM Microsoft
ffmpegCodecName = "adpcm_ms";
ffmpegMuxerName = "wav";
//format = 0x0002; /* WAVE_FORMAT_ADPCM */
break;
case ConversionFormat.Pcm:
// XNA seems to preserve the bit size of the input
// format when converting to PCM.
if (content.Format.BitsPerSample == 8)
ffmpegCodecName = "pcm_u8";
else if (content.Format.BitsPerSample == 32 && content.Format.Format == 3)
ffmpegCodecName = "pcm_f32le";
else
ffmpegCodecName = "pcm_s16le";
ffmpegMuxerName = "wav";
//format = 0x0001; /* WAVE_FORMAT_PCM */
break;
case ConversionFormat.WindowsMedia:
// Windows Media Audio 2
ffmpegCodecName = "wmav2";
ffmpegMuxerName = "asf";
//format = 0x0161; /* WAVE_FORMAT_WMAUDIO2 */
break;
case ConversionFormat.Xma:
throw new NotSupportedException(
"XMA is not a supported encoding format. It is specific to the Xbox 360.");
case ConversionFormat.ImaAdpcm:
// ADPCM IMA WAV
ffmpegCodecName = "adpcm_ima_wav";
ffmpegMuxerName = "wav";
//format = 0x0011; /* WAVE_FORMAT_IMA_ADPCM */
break;
case ConversionFormat.Aac:
// AAC (Advanced Audio Coding)
// Requires -strict experimental
ffmpegCodecName = "aac";
ffmpegMuxerName = "ipod";
//format = 0x0000; /* WAVE_FORMAT_UNKNOWN */
break;
case ConversionFormat.Vorbis:
// Vorbis
ffmpegCodecName = "libvorbis";
ffmpegMuxerName = "ogg";
//format = 0x0000; /* WAVE_FORMAT_UNKNOWN */
break;
default:
// Unknown format
throw new NotSupportedException();
}
string ffmpegStdout, ffmpegStderr;
int ffmpegExitCode;
do
{
ffmpegExitCode = ExternalTool.Run(
"ffmpeg",
string.Format(
"-y -i \"{0}\" -vn -c:a {1} -b:a {2} -ar {3} -f:a {4} -strict experimental \"{5}\"",
content.FileName,
ffmpegCodecName,
QualityToBitRate(quality),
QualityToSampleRate(quality, content.Format.SampleRate),
ffmpegMuxerName,
temporaryOutput),
out ffmpegStdout,
out ffmpegStderr);
if (ffmpegExitCode != 0)
quality--;
} while (quality >= 0 && ffmpegExitCode != 0);
if (ffmpegExitCode != 0)
{
throw new InvalidOperationException("ffmpeg exited with non-zero exit code: \n" + ffmpegStdout + "\n" + ffmpegStderr);
}
byte[] rawData;
using (var fs = new FileStream(temporaryOutput, FileMode.Open, FileAccess.Read))
{
rawData = new byte[fs.Length];
fs.Read(rawData, 0, rawData.Length);
}
if (saveToFile != null)
{
using (var fs = new FileStream(saveToFile, FileMode.Create, FileAccess.Write))
fs.Write(rawData, 0, rawData.Length);
}
// Use probe to get the final format and information on the converted file.
AudioFileType audioFileType;
AudioFormat audioFormat;
TimeSpan duration;
int loopStart, loopLength;
ProbeFormat(temporaryOutput, out audioFileType, out audioFormat, out duration, out loopStart, out loopLength);
AudioFormat riffAudioFormat;
byte[] data = StripRiffWaveHeader(rawData, out riffAudioFormat);
// deal with adpcm
if (audioFormat.Format == 2 || audioFormat.Format == 17)
{
// riff contains correct blockAlign
audioFormat = riffAudioFormat;
// fix loopLength -> has to be multiple of sample per block
// see https://msdn.microsoft.com/de-de/library/windows/desktop/ee415711(v=vs.85).aspx
int samplesPerBlock = SampleAlignment(audioFormat);
loopLength = (int)(audioFormat.SampleRate * duration.TotalSeconds);
int remainder = loopLength % samplesPerBlock;
loopLength += samplesPerBlock - remainder;
}
content.SetData(data, audioFormat, duration, loopStart, loopLength);
}
finally
{
ExternalTool.DeleteFile(temporaryOutput);
}
return quality;
}
// Converts block alignment in bytes to sample alignment, primarily for compressed formats
// Calculation of sample alignment from http://kcat.strangesoft.net/openal-extensions/SOFT_block_alignment.txt
static int SampleAlignment(AudioFormat format)
{
switch (format.Format)
{
case 2: // MS-ADPCM
return (format.BlockAlign / format.ChannelCount - 7) * 2 + 2;
case 17: // IMA/ADPCM
return (format.BlockAlign / format.ChannelCount - 4) / 4 * 8 + 1;
}
return 0;
}
}
}