/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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; either version 2 * of the License, or (at your option) any later version. * * 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 for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef AUDIO_TIMESTAMP_H #define AUDIO_TIMESTAMP_H #include "common/scummsys.h" namespace Audio { /** * Timestamps allow specifying points in time and measuring time intervals * with a sub-millisecond granularity. * * When dealing with audio and video decoding, it is often necessary to * measure time (intervals) in terms of frames, relative to a fixed * frame rate (that is, a fixed number of frames per seconds). For * example, in a typical video there are 24 frames per second, and in a * typical sound there are 44100 frames (i.e. samples for mono sound * and pairs of samples for stereo) per second. * * At the same time, the system clock provided by ScummVM measures time * in milliseconds. For syncing purposes and other reasons, it is often * necessary to convert between and compare time measures given on the * one hand as a frame count, and on the other hand as a number of * milliseconds. * * If handled carelessly, this can introduce rounding errors that * quickly accumulate, resulting in user noticeable disturbance, such as * audio and video running out of sync. E.g. a typical approach is to * measure all time in milliseconds. But with a frame rate of 24 frames * per second, one frame is 41.66666... milliseconds long. On the other * hand, if measuring in frames, then similar rounding issue occur when * converting from milliseconds to frames. * * One solution is to use floating point arithmetic to compute with * fractional frames resp. (milli)seconds. This has other undesirable * side effects; foremost, some platforms ScummVM runs on still have * only limited (and slow) floating point support. * * This class provides an alternate solution: It stores time in terms of * frames, but with a twist: Client code can specify arbitrary * (integral) framerates; but internally, Timestamp modifies the * framerate to be a multiple of 1000. This way, both numbers of frames * (relative to the original framerate) as well as milliseconds can be * represented as integers. This change is completely hidden from the * user, however. * * A Timestamp can be converted to a frame count or milliseconds at * virtually no cost. Likewise, it is posible to compute the difference * between two Timestamps in milliseconds or number of frames. * Timestamps can be easily compared using regular comparison operators, * resulting in nicely readable code; this is even possible for * timestamps that are specified using different framerates. * Client code can modify Timestamps by adding a number of frames * to it, or adding a number of milliseconds. Adding negative amounts is * also allowed, and a Timestamp can even represent a "negative time" * (mainly useful when using the Timestamp to store a time interval). */ class Timestamp { public: /** * Set up a timestamp with a given time and framerate. * @param msecs starting time in milliseconds * @param framerate number of frames per second (must be > 0) */ Timestamp(uint msecs = 0, uint framerate = 1); /** * Set up a timestamp with a given time, frames and framerate. * @param secs starting time in seconds * @param frames starting frames * @param framerate number of frames per second (must be > 0) */ Timestamp(uint secs, uint frames, uint framerate); /** * Return a timestamp which represents as closely as possible * the point in time describes by this timestamp, but with * a different framerate. */ Timestamp convertToFramerate(uint newFramerate) const; /** * Check whether to timestamps describe the exact same moment * in time. This means that two timestamps can compare * as equal even if they use different framerates. */ bool operator==(const Timestamp &ts) const; bool operator!=(const Timestamp &ts) const; bool operator<(const Timestamp &ts) const; bool operator<=(const Timestamp &ts) const; bool operator>(const Timestamp &ts) const; bool operator>=(const Timestamp &ts) const; /** * Returns a new timestamp, which corresponds to the time encoded * by this timestamp with the given number of frames added. * @param frames number of frames to add */ Timestamp addFrames(int frames) const; /** * Returns a new timestamp, which corresponds to the time encoded * by this timestamp with the given number of milliseconds added. * @param msecs number of milliseconds to add */ Timestamp addMsecs(int msecs) const; // unary minus Timestamp operator-() const; /** * Compute the sum of two timestamps. This is only * allowed if they use the same framerate. */ Timestamp operator+(const Timestamp &ts) const; /** * Compute the difference between two timestamps. This is only * allowed if they use the same framerate. */ Timestamp operator-(const Timestamp &ts) const; /** * Computes the number of frames between this timestamp and ts. * The frames are with respect to the framerate used by this * Timestamp (which may differ from the framerate used by ts). */ int frameDiff(const Timestamp &ts) const; /** Computes the number off milliseconds between this timestamp and ts. */ int msecsDiff(const Timestamp &ts) const; /** * Return the time in milliseconds described by this timestamp, * rounded down. */ int msecs() const; /** * Return the time in seconds described by this timestamp, * rounded down. */ inline int secs() const { return _secs; } /** * Return the time in frames described by this timestamp. */ inline int totalNumberOfFrames() const { return _numFrames / (int)_framerateFactor + _secs * (int)(_framerate / _framerateFactor); } /** * A timestamp consists of a number of seconds, plus a number * of frames, the latter describing a fraction of a second. * This method returns the latter number. */ inline int numberOfFrames() const { return _numFrames / (int)_framerateFactor; } /** Return the framerate used by this timestamp. */ inline uint framerate() const { return _framerate / _framerateFactor; } protected: /** * Compare this timestamp to another one and return * a value similar to strcmp. */ int cmp(const Timestamp &ts) const; /** * Normalize this timestamp by making _numFrames non-negative * and reducing it modulo _framerate. */ void normalize(); /** * Add another timestamp to this one and normalize the result. */ void addIntern(const Timestamp &ts); protected: /** * The seconds part of this timestamp. * The total time in seconds represented by this timestamp can be * computed as follows: * _secs + (double)_numFrames / _framerate */ int _secs; /** * The number of frames which together with _secs encodes the * timestamp. The total number of *internal* frames represented * by this timestamp can be computed as follows: * _numFrames + _secs * _framerate * To obtain the number of frames with respect to the original * framerate, this value has to be divided by _framerateFactor. * * This is always a value greater or equal to zero. * The only reason this is an int and not an uint is to * allow intermediate negative values. */ int _numFrames; /** * The internal framerate, i.e. the number of frames per second. * This is computed as the least common multiple of the framerate * specified by the client code, and 1000. * This way, we ensure that we can store both frames and * milliseconds without any rounding losses. */ uint _framerate; /** * Factor by which the original framerate specified by the client * code was multipled to obtain the internal _framerate value. */ uint _framerateFactor; }; } // End of namespace Audio #endif