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authorcrueter <crueter@eden-emu.dev>2025-08-04 04:50:14 +0200
committercrueter <crueter@eden-emu.dev>2025-08-04 04:50:14 +0200
commit51b170b470ed587f99a7c2a773e4464687f0d07a (patch)
tree4c03c510cfb17a5f5d6233df490d78f06dcfa7f7 /externals/oboe/samples/RhythmGame/src/main/cpp/audio/AAssetDataSource.cpp
parent04e5e6453875ffa5c79cdb421a29bc19985b1049 (diff)
[cmake] refactor: Use CPM over submodules (#143)
Transfers the majority of submodules and large externals to CPM, using source archives rather than full Git clones. Not only does this save massive amounts of clone and configure time, but dependencies are grabbed on-demand rather than being required by default. Additionally, CPM will (generally) automatically search for system dependencies, though certain dependencies have options to control this. Testing shows gains ranging from 5x to 10x in terms of overall clone/configure time. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/143 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Diffstat (limited to 'externals/oboe/samples/RhythmGame/src/main/cpp/audio/AAssetDataSource.cpp')
-rw-r--r--externals/oboe/samples/RhythmGame/src/main/cpp/audio/AAssetDataSource.cpp86
1 files changed, 0 insertions, 86 deletions
diff --git a/externals/oboe/samples/RhythmGame/src/main/cpp/audio/AAssetDataSource.cpp b/externals/oboe/samples/RhythmGame/src/main/cpp/audio/AAssetDataSource.cpp
deleted file mode 100644
index 1c697878c2..0000000000
--- a/externals/oboe/samples/RhythmGame/src/main/cpp/audio/AAssetDataSource.cpp
+++ /dev/null
@@ -1,86 +0,0 @@
-/*
- * Copyright (C) 2018 The Android Open Source Project
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
-
-
-#include <utils/logging.h>
-#include <oboe/Oboe.h>
-
-#include "AAssetDataSource.h"
-
-#if !defined(USE_FFMPEG)
-#error USE_FFMPEG should be defined in app.gradle
-#endif
-
-#if USE_FFMPEG==1
-#include "FFMpegExtractor.h"
-#else
-#include "NDKExtractor.h"
-#endif
-
-
-constexpr int kMaxCompressionRatio { 12 };
-
-AAssetDataSource* AAssetDataSource::newFromCompressedAsset(
- AAssetManager &assetManager,
- const char *filename,
- const AudioProperties targetProperties) {
-
- AAsset *asset = AAssetManager_open(&assetManager, filename, AASSET_MODE_UNKNOWN);
- if (!asset) {
- LOGE("Failed to open asset %s", filename);
- return nullptr;
- }
-
- off_t assetSize = AAsset_getLength(asset);
- LOGD("Opened %s, size %ld", filename, assetSize);
-
- // Allocate memory to store the decompressed audio. We don't know the exact
- // size of the decoded data until after decoding so we make an assumption about the
- // maximum compression ratio and the decoded sample format (float for FFmpeg, int16 for NDK).
-#if USE_FFMPEG==true
- const long maximumDataSizeInBytes = kMaxCompressionRatio * assetSize * sizeof(float);
- auto decodedData = new uint8_t[maximumDataSizeInBytes];
-
- int64_t bytesDecoded = FFMpegExtractor::decode(asset, decodedData, targetProperties);
- auto numSamples = bytesDecoded / sizeof(float);
-#else
- const long maximumDataSizeInBytes = kMaxCompressionRatio * assetSize * sizeof(int16_t);
- auto decodedData = new uint8_t[maximumDataSizeInBytes];
-
- int64_t bytesDecoded = NDKExtractor::decode(asset, decodedData, targetProperties);
- auto numSamples = bytesDecoded / sizeof(int16_t);
-#endif
-
- // Now we know the exact number of samples we can create a float array to hold the audio data
- auto outputBuffer = std::make_unique<float[]>(numSamples);
-
-#if USE_FFMPEG==1
- memcpy(outputBuffer.get(), decodedData, (size_t)bytesDecoded);
-#else
- // The NDK decoder can only decode to int16, we need to convert to floats
- oboe::convertPcm16ToFloat(
- reinterpret_cast<int16_t*>(decodedData),
- outputBuffer.get(),
- bytesDecoded / sizeof(int16_t));
-#endif
-
- delete[] decodedData;
- AAsset_close(asset);
-
- return new AAssetDataSource(std::move(outputBuffer),
- numSamples,
- targetProperties);
-}