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
This commit is contained in:
Mohamed Tarek 2010-08-07 17:55:02 +00:00
parent eb369699c6
commit 4ff2cf4f0c
9 changed files with 296 additions and 7 deletions

View file

@ -357,6 +357,11 @@ static int asf_parse_header(int fd, struct mp3entry* id3,
wfx->audiostream = flags&0x7f;
/* Correct codectype to redirect playback to the proper .codec */
id3->codectype = AFMT_WMAPRO;
} else if (wfx->codec_id == ASF_CODEC_ID_WMAVOICE) {
read(fd, wfx->data, wfx->datalen);
lseek(fd,current.size - 24 - 72 - wfx->datalen,SEEK_CUR);
wfx->audiostream = flags&0x7f;
id3->codectype = AFMT_WMAVOICE;
} else {
DEBUGF("Unsupported WMA codec (Lossless, Voice, etc)\n");
lseek(fd,current.size - 24 - 72,SEEK_CUR);