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WMA Voice now plays and seeks in the sim. The code is still in floating point, and is not added to the main build. There's still a bug with the decoder in the current state that it outputs a fewer number of samples than ffmpeg's.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@27744 a1c6a512-1295-4272-9138-f99709370657
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9 changed files with 296 additions and 7 deletions
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@ -357,6 +357,11 @@ static int asf_parse_header(int fd, struct mp3entry* id3,
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wfx->audiostream = flags&0x7f;
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/* Correct codectype to redirect playback to the proper .codec */
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id3->codectype = AFMT_WMAPRO;
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} else if (wfx->codec_id == ASF_CODEC_ID_WMAVOICE) {
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read(fd, wfx->data, wfx->datalen);
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lseek(fd,current.size - 24 - 72 - wfx->datalen,SEEK_CUR);
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wfx->audiostream = flags&0x7f;
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id3->codectype = AFMT_WMAVOICE;
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} else {
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DEBUGF("Unsupported WMA codec (Lossless, Voice, etc)\n");
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lseek(fd,current.size - 24 - 72,SEEK_CUR);
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