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authorMohamed Tarek <mt@rockbox.org>2010-08-07 17:55:02 +0000
committerMohamed Tarek <mt@rockbox.org>2010-08-07 17:55:02 +0000
commit4ff2cf4f0c96908f28c5037521251e0c809130bb (patch)
treea7aaacd8ad380bd842bef4ef1cf3c1861a62fa70 /apps/metadata
parenteb369699c6b7258df92169d0e1721aa5b2c108d8 (diff)
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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
Diffstat (limited to 'apps/metadata')
-rw-r--r--apps/metadata/asf.c5
1 files changed, 5 insertions, 0 deletions
diff --git a/apps/metadata/asf.c b/apps/metadata/asf.c
index ba1b897..c445e48 100644
--- a/apps/metadata/asf.c
+++ b/apps/metadata/asf.c
@@ -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);