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vmdaudio: simplify vmdaudio_decode_frame() by handling block_type first, then making a single call to vmdaudio_loadsound().
This also adds output buffer size checks for AUDIO and SILENCE block types.
Signed-off-by: Ronald S. Bultje <rsbultje@gmail.com>
(cherry picked from commit 1574eff3d2
)
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@ -506,7 +506,7 @@ static int vmdaudio_decode_frame(AVCodecContext *avctx,
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const uint8_t *buf = avpkt->data;
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int buf_size = avpkt->size;
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VmdAudioContext *s = avctx->priv_data;
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int block_type;
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int block_type, silent_chunks;
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unsigned char *output_samples = (unsigned char *)data;
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if (buf_size < 16) {
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@ -523,23 +523,23 @@ static int vmdaudio_decode_frame(AVCodecContext *avctx,
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buf += 16;
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buf_size -= 16;
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if (block_type == BLOCK_TYPE_AUDIO) {
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/* the chunk contains audio */
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*data_size = vmdaudio_loadsound(s, output_samples, buf, 0, buf_size);
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} else if (block_type == BLOCK_TYPE_INITIAL) {
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/* initial chunk, may contain audio and silence */
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silent_chunks = 0;
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if (block_type == BLOCK_TYPE_INITIAL) {
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uint32_t flags = AV_RB32(buf);
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int silent_chunks = av_popcount(flags);
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silent_chunks = av_popcount(flags);
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buf += 4;
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buf_size -= 4;
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if(*data_size < (s->block_align*silent_chunks + buf_size) * 2)
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return -1;
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*data_size = vmdaudio_loadsound(s, output_samples, buf, silent_chunks, buf_size);
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} else if (block_type == BLOCK_TYPE_SILENCE) {
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/* silent chunk */
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*data_size = vmdaudio_loadsound(s, output_samples, buf, 1, 0);
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silent_chunks = 1;
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buf_size = 0; // should already be zero but set it just to be sure
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}
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/* ensure output buffer is large enough */
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if (*data_size < (s->block_align*silent_chunks + buf_size) * 2)
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return -1;
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*data_size = vmdaudio_loadsound(s, output_samples, buf, silent_chunks, buf_size);
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return avpkt->size;
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}
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