210 lines
6.3 KiB
C#
210 lines
6.3 KiB
C#
using System;
|
|
|
|
namespace NLayer.Decoder
|
|
{
|
|
class BitReservoir
|
|
{
|
|
// Per the spec, the maximum buffer size for layer III is 7680 bits, which is 960 bytes.
|
|
// The only catch is if we're decoding a "free" frame, which could be a lot more (since
|
|
// some encoders allow higher bitrates to maintain audio transparency).
|
|
byte[] _buf = new byte[8192];
|
|
int _start = 0, _end = -1, _bitsLeft = 0;
|
|
long _bitsRead = 0L;
|
|
|
|
static int GetSlots(IMpegFrame frame)
|
|
{
|
|
var cnt = frame.FrameLength - 4;
|
|
if (frame.HasCrc) cnt -= 2;
|
|
|
|
if (frame.Version == MpegVersion.Version1 && frame.ChannelMode != MpegChannelMode.Mono) return cnt - 32;
|
|
if (frame.Version > MpegVersion.Version1 && frame.ChannelMode == MpegChannelMode.Mono) return cnt - 9;
|
|
return cnt - 17;
|
|
|
|
}
|
|
|
|
public bool AddBits(IMpegFrame frame, int overlap)
|
|
{
|
|
var originalEnd = _end;
|
|
|
|
var slots = GetSlots(frame);
|
|
while (--slots >= 0)
|
|
{
|
|
var temp = frame.ReadBits(8);
|
|
if (temp == -1) throw new System.IO.InvalidDataException("Frame did not have enough bytes!");
|
|
_buf[++_end] = (byte)temp;
|
|
if (_end == _buf.Length - 1) _end = -1;
|
|
}
|
|
|
|
_bitsLeft = 8;
|
|
if (originalEnd == -1)
|
|
{
|
|
// it's either the start of the stream or we've reset... only return true if overlap says this frame is enough
|
|
return overlap == 0;
|
|
}
|
|
else
|
|
{
|
|
// it's not the start of the stream so calculate _start based on whether we have enough bytes left
|
|
|
|
// if we have enough bytes, reset start to match overlap
|
|
if ((originalEnd + 1 - _start + _buf.Length) % _buf.Length >= overlap)
|
|
{
|
|
_start = (originalEnd + 1 - overlap + _buf.Length) % _buf.Length;
|
|
return true;
|
|
}
|
|
// otherwise, just set start to match the start of the frame (we probably skipped a frame)
|
|
else
|
|
{
|
|
_start = originalEnd + overlap;
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
public int GetBits(int count)
|
|
{
|
|
int bitsRead;
|
|
var bits = TryPeekBits(count, out bitsRead);
|
|
if (bitsRead < count) throw new System.IO.InvalidDataException("Reservoir did not have enough bytes!");
|
|
|
|
SkipBits(count);
|
|
|
|
return bits;
|
|
}
|
|
|
|
public int Get1Bit()
|
|
{
|
|
// this is an optimized single-bit reader
|
|
if (_bitsLeft == 0) throw new System.IO.InvalidDataException("Reservoir did not have enough bytes!");
|
|
|
|
--_bitsLeft;
|
|
++_bitsRead;
|
|
var val = (_buf[_start] >> _bitsLeft) & 1;
|
|
|
|
if (_bitsLeft == 0 && (_start = (_start + 1) % _buf.Length) != _end + 1)
|
|
{
|
|
_bitsLeft = 8;
|
|
}
|
|
|
|
return val;
|
|
}
|
|
|
|
public int TryPeekBits(int count, out int readCount)
|
|
{
|
|
if (count < 0 || count > 32) throw new ArgumentOutOfRangeException("count", "Must return between 0 and 32 bits!");
|
|
|
|
// if we don't have any bits left, just return no bits read
|
|
if (_bitsLeft == 0 || count == 0)
|
|
{
|
|
readCount = 0;
|
|
return 0;
|
|
}
|
|
|
|
// get bits from the current start of the reservoir
|
|
var bits = (int)_buf[_start];
|
|
if (count < _bitsLeft)
|
|
{
|
|
// just grab the bits, adjust the "left" count, and return
|
|
bits >>= _bitsLeft - count;
|
|
bits &= ((1 << count) - 1);
|
|
readCount = count;
|
|
return bits;
|
|
}
|
|
|
|
// we have to do it the hard way...
|
|
bits &= ((1 << _bitsLeft) - 1);
|
|
count -= _bitsLeft;
|
|
readCount = _bitsLeft;
|
|
|
|
var resStart = _start;
|
|
|
|
// arg... gotta grab some more bits...
|
|
while (count > 0)
|
|
{
|
|
// advance the start marker, and if we just advanced it past the end of the buffer, bail
|
|
if ((resStart = (resStart + 1) % _buf.Length) == _end + 1)
|
|
{
|
|
break;
|
|
}
|
|
|
|
// figure out how many bits to pull from it
|
|
var bitsToRead = Math.Min(count, 8);
|
|
|
|
// move the existing bits over
|
|
bits <<= bitsToRead;
|
|
bits |= (_buf[resStart] >> ((8 - bitsToRead) % 8));
|
|
|
|
// update our count
|
|
count -= bitsToRead;
|
|
|
|
// update our remaining bits
|
|
readCount += bitsToRead;
|
|
}
|
|
|
|
return bits;
|
|
}
|
|
|
|
public int BitsAvailable
|
|
{
|
|
get
|
|
{
|
|
if (_bitsLeft > 0)
|
|
{
|
|
return (((_end + _buf.Length) - _start) % _buf.Length) * 8 + _bitsLeft;
|
|
}
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
public long BitsRead
|
|
{
|
|
get { return _bitsRead; }
|
|
}
|
|
|
|
public void SkipBits(int count)
|
|
{
|
|
if (count > 0)
|
|
{
|
|
// make sure we have enough bits to skip
|
|
if (count > BitsAvailable) throw new ArgumentOutOfRangeException("count");
|
|
|
|
// now calculate the new positions
|
|
var offset = (8 - _bitsLeft) + count;
|
|
_start = ((offset / 8) + _start) % _buf.Length;
|
|
_bitsLeft = 8 - (offset % 8);
|
|
|
|
_bitsRead += count;
|
|
}
|
|
}
|
|
|
|
public void RewindBits(int count)
|
|
{
|
|
_bitsLeft += count;
|
|
_bitsRead -= count;
|
|
while (_bitsLeft > 8)
|
|
{
|
|
--_start;
|
|
_bitsLeft -= 8;
|
|
}
|
|
while (_start < 0)
|
|
{
|
|
_start += _buf.Length;
|
|
}
|
|
}
|
|
|
|
public void FlushBits()
|
|
{
|
|
if (_bitsLeft < 8)
|
|
{
|
|
SkipBits(_bitsLeft);
|
|
}
|
|
}
|
|
|
|
public void Reset()
|
|
{
|
|
_start = 0;
|
|
_end = -1;
|
|
_bitsLeft = 0;
|
|
}
|
|
}
|
|
}
|