vgmstream/src/vgmstream.h

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/*
* vgmstream.h - definitions for VGMSTREAM, encapsulating a multi-channel, looped audio stream
*/
#ifndef _VGMSTREAM_H
#define _VGMSTREAM_H
/* Due mostly to licensing issues, Vorbis, MPEG, and G.722.1 decoding are
* done by external libraries.
* If someone wants to do a standalone build, they can do it by simply
* removing these defines (and the references to the libraries in the
* Makefile) */
#define VGM_USE_VORBIS
//#define VGM_USE_MPEG
/* disabled by default, defined for builds that support it */
//#define VGM_USE_G7221
#include "streamfile.h"
#include "coding/g72x_state.h"
#ifdef VGM_USE_VORBIS
#include <vorbis/vorbisfile.h>
#endif
#ifdef VGM_USE_MPEG
#include <mpg123.h>
#endif
#ifdef VGM_USE_G7221
#include "g7221.h"
#endif
#include "coding/acm_decoder.h"
#include "coding/nwa_decoder.h"
/* The encoding type specifies the format the sound data itself takes */
typedef enum {
/* 16-bit PCM */
coding_PCM16BE, /* big endian 16-bit PCM */
coding_PCM16LE, /* little endian 16-bit PCM */
coding_PCM16LE_int, /* little endian 16-bit PCM with sample-level
interleave handled by the decoder */
/* 8-bit PCM */
coding_PCM8, /* 8-bit PCM */
coding_PCM8_U, /* 8-bit PCM, unsigned (0x80 = 0) */
coding_PCM8_int, /* 8-Bit PCM with sample-level interleave handled
by the decoder */
coding_PCM8_SB_int, /* 8-bit PCM, sign bit (others are 2's complement),
sample-level interleave */
coding_PCM8_U_int, /* 8-bit PCM, unsigned (0x80 = 0), sample-level
interleave */
/* 4-bit ADPCM */
coding_NDS_IMA, /* IMA ADPCM w/ NDS layout */
coding_CRI_ADX, /* CRI ADX */
coding_CRI_ADX_enc, /* encrypted CRI ADX */
coding_NGC_DSP, /* NGC ADPCM, called DSP */
coding_NGC_DTK, /* NGC hardware disc ADPCM, called DTK, TRK or ADP */
coding_G721, /* CCITT G.721 ADPCM */
coding_NGC_AFC, /* NGC ADPCM, called AFC */
coding_PSX, /* PSX & PS2 ADPCM */
coding_invert_PSX, /* PSX ADPCM with some weirdness */
coding_PSX_badflags, /* with garbage in the flags byte */
coding_FFXI, /* FF XI PSX-ish ADPCM */
coding_BAF_ADPCM, /* Bizarre Creations PSX-ish ADPCM */
coding_XA, /* PSX CD-XA */
coding_XBOX, /* XBOX IMA */
coding_INT_XBOX, /* XBOX 'real interleaved' IMA */
coding_EAXA, /* EA/XA ADPCM */
coding_EA_ADPCM, /* EA ADPCM */
coding_MAXIS_ADPCM, /* MAXIS ADPCM */
coding_NDS_PROCYON, /* NDS Procyon Studio ADPCM */
#ifdef VGM_USE_VORBIS
coding_ogg_vorbis, /* vorbis */
#endif
coding_SDX2, /* SDX2 2:1 Squareroot-Delta-Exact compression */
coding_SDX2_int, /* SDX2 2:1 Squareroot-Delta-Exact compression,
with smaple-level interleave handled by the
decoder */
coding_CBD2, /* CBD2 2:1 Cuberoot-Delta-Exact compression */
coding_CBD2_int, /* CBD2 2:1 Cuberoot-Delta-Exact compression,
with sample-level interleave handled by the
decoder */
coding_DVI_IMA, /* DVI (bare IMA, high nibble first), aka ADP4 */
coding_INT_DVI_IMA, /* Interleaved DVI */
coding_EACS_IMA,
coding_IMA, /* bare IMA, low nibble first */
coding_INT_IMA, /* */
coding_MS_IMA, /* Microsoft IMA */
coding_RAD_IMA, /* "Radical ADPCM" IMA */
coding_RAD_IMA_mono, /* "Radical ADPCM" IMA, mono (for interleave) */
coding_APPLE_IMA4, /* Apple Quicktime IMA4 */
coding_DAT4_IMA, /* Eurocom 'DAT4' IMA ADPCM */
coding_SNDS_IMA, /* Heavy Iron Studios .snds IMA ADPCM */
coding_WS, /* Westwood Studios' custom VBR ADPCM */
#ifdef VGM_USE_MPEG
coding_fake_MPEG2_L2, /* MPEG-2 Layer 2 (AHX), with lying headers */
/* I don't even know offhand if all these combinations exist... */
coding_MPEG1_L1,
coding_MPEG1_L2,
coding_MPEG1_L3, /* good ol' MPEG-1 Layer 3 (MP3) */
coding_MPEG2_L1,
coding_MPEG2_L2,
coding_MPEG2_L3,
coding_MPEG25_L1,
coding_MPEG25_L2,
coding_MPEG25_L3,
#endif
#ifdef VGM_USE_G7221
coding_G7221, /* G.722.1 (Polycom Siren 7) */
coding_G7221C, /* G.722.1 with Annex C extension (Polycom Siren 14) */
#endif
coding_ACM, /* InterPlay ACM */
/* compressed NWA at various levels */
coding_NWA0,
coding_NWA1,
coding_NWA2,
coding_NWA3,
coding_NWA4,
coding_NWA5,
coding_MSADPCM, /* Microsoft ADPCM */
coding_AICA, /* Yamaha AICA ADPCM */
coding_L5_555, /* Level-5 0x555 */
coding_SASSC, /* Activision EXAKT SASSC DPCM */
coding_PCM16LE_XOR_int, /* sample-level xor */
coding_LSF, /* lsf ADPCM */
coding_MTAF, /* Konami IMA-derived MTAF ADPCM */
} coding_t;
/* The layout type specifies how the sound data is laid out in the file */
typedef enum {
/* generic */
layout_none, /* straight data */
/* interleave */
layout_interleave, /* equal interleave throughout the stream */
layout_interleave_shortblock, /* interleave with a short last block */
layout_interleave_byte, /* full byte interleave */
/* headered blocks */
layout_ast_blocked, /* .ast STRM with BLCK blocks*/
layout_halpst_blocked, /* blocks with HALPST-format header */
layout_xa_blocked,
layout_ea_blocked,
layout_eacs_blocked,
layout_caf_blocked,
layout_wsi_blocked,
layout_str_snds_blocked,
layout_ws_aud_blocked,
layout_matx_blocked,
layout_de2_blocked,
layout_xvas_blocked,
layout_vs_blocked,
layout_emff_ps2_blocked,
layout_emff_ngc_blocked,
layout_gsb_blocked,
layout_thp_blocked,
layout_filp_blocked,
layout_psx_mgav_blocked,
layout_ps2_adm_blocked,
layout_dsp_bdsp_blocked,
layout_mxch_blocked,
#if 0
layout_strm_blocked, /* */
#endif
/* otherwise odd */
layout_dtk_interleave, /* dtk interleaves channels by nibble */
#ifdef VGM_USE_VORBIS
layout_ogg_vorbis, /* ogg vorbis file */
#endif
#ifdef VGM_USE_MPEG
layout_fake_mpeg, /* MPEG audio stream with bad frame headers (AHX) */
layout_mpeg, /* proper MPEG audio stream */
#endif
layout_acm, /* dummy, let libacm handle layout */
layout_mus_acm, /* mus has multi-files to deal with */
layout_aix, /* CRI AIX's wheels within wheels */
layout_aax, /* CRI AAX's wheels within databases */
layout_ivaud_blocked, /* GTA IV .ivaud blocks */
layout_tra_blocked, /* DefJam Rapstar .tra blocks */
layout_ps2_iab_blocked,
layout_ps2_strlr_blocked,
} layout_t;
/* The meta type specifies how we know what we know about the file. We may know because of a header we read, some of it may have been guessed from filenames, etc. */
typedef enum {
/* DSP-specific */
meta_DSP_STD, /* standard GC ADPCM (DSP) header */
meta_DSP_CSTR, /* Star Fox Assault "Cstr" */
meta_DSP_RS03, /* Metroid Prime 2 "RS03" */
meta_DSP_STM, /* Paper Mario 2 STM */
meta_DSP_HALP, /* SSB:M "HALPST" */
meta_DSP_AGSC, /* Metroid Prime 2 title */
meta_DSP_MPDSP, /* Monopoly Party single header stereo */
meta_DSP_JETTERS, /* Bomberman Jetters .dsp */
meta_DSP_MSS,
meta_DSP_GCM,
meta_DSP_STR, /* Conan .str files */
meta_DSP_SADB, /* .sad */
meta_DSP_WSI, /* .wsi */
meta_DSP_AMTS, /* .amts */
meta_DSP_WII_IDSP, /* .gcm with IDSP header */
meta_DSP_WII_MUS, /* .mus */
meta_DSP_WII_WSD, /* Phantom Brave (WII) */
meta_WII_NDP, /* Vertigo (Wii) */
meta_DSP_YGO, /* Yu-Gi-Oh! The Falsebound Kingdom (NGC), Hikaru no Go 3 (NGC) */
/* Nintendo */
meta_STRM, /* STRM */
meta_RSTM, /* RSTM (similar to STRM) */
meta_AFC, /* AFC */
meta_AST, /* AST */
meta_RWSD, /* single-stream RWSD */
meta_RWAR, /* single-stream RWAR */
meta_RWAV, /* contents of RWAR */
meta_RSTM_SPM, /* RSTM with 44->22khz hack */
meta_THP,
meta_RSTM_shrunken, /* Atlus' mutant shortened RSTM */
meta_NDS_SWAV, /* Asphalt Urban GT 1 & 2 */
meta_NDS_RRDS, /* Ridge Racer DS */
meta_WII_BNS, /* Wii BNS Banner Sound (similar to RSTM) */
meta_STX, /* Pikmin .stx */
/* CRI ADX */
meta_ADX_03, /* ADX "type 03" */
meta_ADX_04, /* ADX "type 04" */
meta_ADX_05, /* ADX "type 05" */
meta_AIX, /* CRI AIX */
meta_AAX, /* CRI AAX */
meta_UTF_DSP, /* CRI ADPCM_WII, like AAX with DSP */
/* etc */
meta_NGC_ADPDTK, /* NGC DTK/ADP, no header (.adp) */
meta_kRAW, /* almost headerless PCM */
meta_RSF, /* Retro Studios RSF, no header (.rsf) */
meta_HALPST, /* HAL Labs HALPST */
meta_GCSW, /* GCSW (PCM) */
meta_CFN, /* Namco CAF Audio File */
meta_MYSPD, /* U-Sing .myspd */
meta_HIS, /* Her Ineractive .his */
meta_BNSF, /* Bandai Namco Sound Format */
meta_PS2_SShd, /* .ADS with SShd header */
meta_PS2_NPSF, /* Namco Production Sound File */
meta_PS2_RXW, /* Sony Arc The Lad Sound File */
meta_PS2_RAW, /* RAW Interleaved Format */
meta_PS2_EXST, /* Shadow of Colossus EXST */
meta_PS2_SVAG, /* Konami SVAG */
meta_PS2_MIB, /* MIB File */
meta_PS2_MIB_MIH, /* MIB File + MIH Header*/
meta_PS2_MIC, /* KOEI MIC File */
meta_PS2_VAGi, /* VAGi Interleaved File */
meta_PS2_VAGp, /* VAGp Mono File */
meta_PS2_VAGm, /* VAGp Mono File */
meta_PS2_pGAV, /* VAGp with Little Endian Header */
meta_PSX_GMS, /* GMS File (used in PS1 & PS2) */
meta_PS2_STR, /* Pacman STR+STH files */
meta_PS2_ILD, /* ILD File */
meta_PS2_PNB, /* PsychoNauts Bgm File */
meta_PSX_XA, /* CD-XA with RIFF header */
meta_PS2_VAGs, /* VAG Stereo from Kingdom Hearts */
meta_PS2_VPK, /* VPK Audio File */
meta_PS2_BMDX, /* Beatmania thing */
meta_PS2_IVB, /* Langrisser 3 IVB */
meta_PS2_SND, /* some Might & Magics SSND header */
meta_PS2_SVS, /* Square SVS */
meta_XSS, /* Dino Crisis 3 */
meta_SL3, /* Test Drive Unlimited */
meta_HGC1, /* Knights of the Temple 2 */
meta_AUS, /* Variuos Capcom Games */
meta_RWS, /* Variuos Konami Games */
meta_FSB1, /* FMOD Sample Bank, version 1 */
meta_FSB3_0, /* FMOD Sample Bank, version 3.0 */
meta_FSB3_1, /* FMOD Sample Bank, version 3.1 */
meta_FSB4, /* FMOD Sample Bank, version 4 */
meta_FSB_MPEG, /* Just Test */
meta_FSB4_WAV, /* FMOD Sample Bank, version 4 with "WAV" Header */
meta_RWX, /* Air Force Delta Storm (XBOX) */
meta_XWB, /* King of Fighters (XBOX) */
meta_XA30, /* Driver - Parallel Lines (PS2) */
meta_MUSC, /* Spyro Games, possibly more */
meta_MUSX_V004, /* Spyro Games, possibly more */
meta_MUSX_V005, /* Spyro Games, possibly more */
meta_MUSX_V006, /* Spyro Games, possibly more */
meta_MUSX_V010, /* Spyro Games, possibly more */
meta_MUSX_V201, /* Sphinx and the cursed Mummy */
meta_LEG, /* Legaia 2 */
meta_FILP, /* Resident Evil - Dead Aim */
meta_IKM, /* Zwei! */
meta_SFS, /* Baroque */
meta_BG00, /* Ibara, Mushihimesama */
meta_PS2_RSTM, /* Midnight Club 3 */
meta_PS2_KCES, /* Dance Dance Revolution */
meta_PS2_DXH, /* Tokobot Plus - Myteries of the Karakuri */
meta_PS2_PSH, /* Dawn of Mana - Seiken Densetsu 4 */
meta_PCM_SCD, /* Ephemeral Fantasia */
meta_PCM_PS2, /* Lunar - Eternal Blue */
meta_PS2_RKV, /* Legacy of Kain - Blood Omen 2 */
meta_PS2_PSW, /* Rayman Raving Rabbids */
meta_PS2_VAS, /* Pro Baseball Spirits 5 */
meta_PS2_TEC, /* TECMO badflagged stream */
meta_PS2_ENTH, /* Enthusia */
meta_SDT, /* Baldur's Gate - Dark Alliance */
meta_NGC_TYDSP, /* Ty - The Tasmanian Tiger */
meta_NGC_SWD, /* Conflict - Desert Storm 1 & 2 */
meta_CAPDSP, /* Capcom DSP Header */
meta_DC_STR, /* SEGA Stream Asset Builder */
meta_DC_STR_V2, /* variant of SEGA Stream Asset Builder */
meta_NGC_BH2PCM, /* Bio Hazard 2 */
meta_SAT_SAP, /* Bubble Symphony */
meta_DC_IDVI, /* Eldorado Gate */
meta_KRAW, /* Geometry Wars - Galaxies */
meta_PS2_OMU, /* PS2 Int file with Header */
meta_PS2_XA2, /* XG3 Extreme-G Racing */
meta_IDSP, /* Chronicles of Narnia, Soul Calibur Legends, Mario Strikers Charged */
meta_SPT_SPD, /* Variouis */
meta_ISH_ISD, /* Various */
meta_GSP_GSB, /* Various */
meta_YDSP, /* WWE Day of Reckoning */
meta_FFCC_STR, /* Final Fantasy: Crystal Chronicles */
meta_WAA_WAC_WAD_WAM, /* Beyond Good & Evil */
meta_GCA, /* Metal Slug Anthology */
meta_MSVP, /* Popcap Hits */
meta_NGC_SSM, /* Golden Gashbell Full Power */
meta_PS2_JOE, /* Wall-E / Pixar games */
meta_NGC_YMF, /* WWE WrestleMania X8 */
meta_SADL, /* .sad */
meta_PS2_CCC, /* Tokyo Xtreme Racer DRIFT 2 */
meta_PSX_FAG, /* Jackie Chan - Stuntmaster */
meta_PS2_MIHB, /* Merged MIH+MIB */
meta_NGC_PDT, /* Mario Party 6 */
meta_DC_ASD, /* Miss Moonligh */
meta_NAOMI_SPSD, /* Guilty Gear X */
meta_RSD2VAG, /* RSD2VAG */
meta_RSD2PCMB, /* RSD2PCMB */
meta_RSD2XADP, /* RSD2XADP */
meta_RSD3VAG, /* RSD3VAG */
meta_RSD3GADP, /* RSD3GADP */
meta_RSD3PCM, /* RSD3PCM */
meta_RSD3PCMB, /* RSD3PCMB */
meta_RSD4PCMB, /* RSD4PCMB */
meta_RSD4PCM, /* RSD4PCM */
meta_RSD4RADP, /* RSD4RADP */
meta_RSD4VAG, /* RSD4VAG */
meta_RSD6VAG, /* RSD6VAG */
meta_RSD6WADP, /* RSD6WADP */
meta_RSD6XADP, /* RSD6XADP */
meta_RSD6RADP, /* RSD6RADP */
meta_PS2_ASS, /* ASS */
meta_PS2_SEG, /* Eragon */
meta_XBOX_SEG,
meta_NDS_STRM_FFTA2, /* Final Fantasy Tactics A2 */
meta_STR_ASR, /* Donkey Kong Jet Race */
meta_ZWDSP, /* Zack and Wiki */
meta_VGS, /* Guitar Hero Encore - Rocks the 80s */
meta_DC_DCSW_DCS, /* Evil Twin - Cypriens Chronicles (DC) */
meta_WII_SMP, /* Mushroom Men - The Spore Wars */
meta_WII_SNG, /* Excite Trucks */
meta_EMFF_PS2, /* Eidos Music File Format for PS2*/
meta_EMFF_NGC, /* Eidos Music File Format for NGC/WII */
meta_SAT_BAKA, /* Crypt Killer */
meta_PS2_VSF, /* Musashi: Samurai Legend */
meta_PS2_VSF_TTA, /* Tiny Toon Adventures: Defenders of the Universe */
meta_ADS, /* Gauntlet Dark Legends (GC) */
meta_PS2_SPS, /* Ape Escape 2 */
meta_PS2_XA2_RRP, /* RC Revenge Pro */
meta_PS2_STM, /* Red Dead Revolver .stm, renamed .ps2stm */
meta_NGC_DSP_KONAMI, /* Konami DSP header, found in various games */
meta_XBOX_WAVM, /* XBOX WAVM File */
meta_XBOX_RIFF, /* XBOX RIFF/WAVE File */
meta_XBOX_WVS, /* XBOX WVS */
meta_NGC_WVS, /* NGC WVS */
meta_XBOX_STMA, /* XBOX STMA */
meta_XBOX_MATX, /* XBOX MATX */
meta_XBOX_XMU, /* XBOX XMU */
meta_XBOX_XVAS, /* XBOX VAS */
meta_EAXA_R2, /* EA XA Release 2 */
meta_EAXA_R3, /* EA XA Release 3 */
meta_EAXA_PSX, /* EA with PSX ADPCM */
meta_EACS_PC, /* EACS PC */
meta_EACS_PSX, /* EACS PSX */
meta_EACS_SAT, /* EACS SATURN */
meta_EA_ADPCM, /* EA XA ADPCM */
meta_EA_IMA, /* EA IMA */
meta_EA_PCM, /* EA PCM */
meta_RAW, /* RAW PCM file */
meta_GENH, /* generic header */
#ifdef VGM_USE_VORBIS
meta_ogg_vorbis, /* ogg vorbis */
meta_OGG_SLI, /* Ogg Vorbis file w/ companion .sli for looping */
meta_OGG_SLI2, /* Ogg Vorbis file w/ different styled .sli for looping */
meta_OGG_SFL, /* Ogg Vorbis file w/ .sfl (RIFF SFPL) for looping */
meta_um3_ogg, /* Ogg Vorbis with first 0x800 bytes XOR 0xFF */
meta_KOVS_ogg, /* Ogg Vorbis with exta header and 0x100 bytes XOR */
#endif
meta_AIFC, /* Audio Interchange File Format AIFF-C */
meta_AIFF, /* Audio Interchange File Format */
meta_STR_SNDS, /* .str with SNDS blocks and SHDR header */
meta_WS_AUD, /* Westwood Studios .aud */
meta_WS_AUD_old, /* Westwood Studios .aud, old style */
#ifdef VGM_USE_MPEG
meta_AHX, /* CRI AHX header (same structure as ADX) */
#endif
meta_RIFF_WAVE, /* RIFF, for WAVs */
meta_RIFF_WAVE_POS, /* .wav + .pos for looping */
meta_RIFF_WAVE_labl_Marker, /* RIFF w/ loop Markers in LIST-adtl-labl */
meta_RIFF_WAVE_smpl, /* RIFF w/ loop data in smpl chunk */
meta_RIFF_WAVE_MWV, /* .mwv RIFF w/ loop data in ctrl chunk pflt */
meta_RIFF_WAVE_SNS, /* .sns RIFF */
meta_RIFX_WAVE, /* RIFX, for big-endian WAVs */
meta_RIFX_WAVE_smpl, /* RIFX w/ loop data in smpl chunk */
meta_PC_MXST, /* Lego Island MxSt */
meta_PC_SOB_SAB, /* Worms 4 Mayhem SOB+SAB file */
meta_NWA, /* Visual Art's NWA */
meta_NWA_NWAINFOINI, /* NWA w/ NWAINFO.INI for looping */
meta_NWA_GAMEEXEINI, /* NWA w/ Gameexe.ini for looping */
meta_DVI, /* DVI Interleaved */
meta_KCEY, /* KCEYCOMP */
meta_ACM, /* InterPlay ACM header */
meta_MUS_ACM, /* MUS playlist of InterPlay ACM files */
meta_DE2, /* Falcom (Gurumin) .de2 */
meta_VS, /* Men in Black .vs */
meta_FFXI_BGW, /* FFXI BGW */
meta_FFXI_SPW, /* FFXI SPW */
meta_STS_WII, /* Shikigami No Shiro 3 STS Audio File */
meta_PS2_P2BT, /* Pop'n'Music 7 Audio File */
meta_PS2_GBTS, /* Pop'n'Music 9 Audio File */
meta_NGC_DSP_IADP, /* Gamecube Interleave DSP */
meta_PS2_TK5, /* Tekken 5 Stream Files */
meta_WII_STR, /* House of The Dead Overkill STR+STH */
meta_PS2_MCG, /* Gunvari MCG Files (was name .GCM on disk) */
meta_ZSD, /* Dragon Booster ZSD */
meta_RedSpark, /* "RedSpark" RSD (MadWorld) */
meta_PC_IVAUD, /* .ivaud GTA IV */
meta_NDS_HWAS, /* Spider-Man 3, Tony Hawk's Downhill Jam, possibly more... */
meta_NGC_LPS, /* Rave Master (Groove Adventure Rave)(GC) */
meta_NAOMI_ADPCM, /* NAOMI/NAOMI2 ARcade games */
meta_SD9, /* beatmaniaIIDX16 - EMPRESS (Arcade) */
meta_2DX9, /* beatmaniaIIDX16 - EMPRESS (Arcade) */
meta_PS2_VGV, /* Rune: Viking Warlord */
meta_NGC_GCUB, /* Sega Soccer Slam */
meta_MAXIS_XA, /* Sim City 3000 (PC) */
meta_NGC_SCK_DSP, /* Scorpion King (NGC) */
meta_CAFF, /* iPhone .caf */
meta_EXAKT_SC, /* Activision EXAKT .SC (PS2) */
meta_WII_WAS, /* DiRT 2 (WII) */
meta_PONA_3DO, /* Policenauts (3DO) */
meta_PONA_PSX, /* Policenauts (PSX) */
meta_XBOX_HLWAV, /* Half Life 2 (XBOX) */
meta_PS2_AST, /* Some KOEI game (PS2) */
meta_DMSG, /* Nightcaster II - Equinox (XBOX) */
meta_NGC_DSP_AAAP, /* Turok: Evolution (NGC), Vexx (NGC) */
meta_PS2_STER, /* Juuni Kokuki: Kakukaku Taru Ou Michi Beni Midori no Uka */
meta_PS2_WB, /* Shooting Love. ~TRIZEAL~ */
meta_S14, /* raw Siren 14, 24kbit mono */
meta_SSS, /* raw Siren 14, 48kbit stereo */
meta_PS2_GCM, /* NamCollection */
meta_PS2_SMPL, /* Homura */
meta_PS2_MSA, /* Psyvariar -Complete Edition- */
meta_PS2_VOI, /* RAW Danger (Zettaizetsumei Toshi 2 - Itetsuita Kiokutachi) [PS2] */
meta_PS2_KHV, /* Kingdom Hearts 2 VAG streams */
meta_PC_SMP, /* Ghostbusters PC .smp */
meta_P3D, /* Prototype P3D */
meta_PS2_TK1, /* Tekken (NamCollection) */
meta_PS2_ADSC, /* Kenka Bancho 2: Full Throttle */
meta_NGC_BO2, /* Blood Omen 2 (NGC) */
meta_DSP_DDSP, /* Various (2 dsp files stuck together */
meta_NGC_DSP_MPDS, /* Big Air Freestyle, Terminator 3 */
meta_DSP_STR_IG, /* Micro Machines, Superman Superman: Shadow of Apokolis */
meta_PSX_MGAV, /* Future Cop L.A.P.D. */
meta_NGC_DSP_STH_STR, /* SpongeBob Squarepants (NGC), Taz Wanted (NGC), Cubix (NGC), Tak (WII)*/
meta_PS2_B1S, /* 7 Wonders of the ancient world */
meta_PS2_WAD, /* The golden Compass */
meta_DSP_XIII, /* XIII, possibly more (Ubisoft header???) */
meta_DSP_CABELAS, /* Cabelas games */
meta_PS2_ADM, /* Dragon Quest 5 */
meta_PS2_LPCM, /* Ah! My Goddess */
meta_DSP_BDSP, /* Ah! My Goddess */
meta_PS2_VMS, /* Autobahn Raser - Police Madness */
meta_PS2_XAU, // Spectral Force Chronicle
meta_GH3_BAR, /* Guitar Hero III Mobile .bar */
meta_FFW, /* Freedom Fighters [NGC] */
meta_DSP_DSPW, /* Sengoku Basara 3 [WII] */
meta_PS2_JSTM, /* Tantei Jinguji Saburo - Kind of Blue (PS2) */
meta_SQEX_SCD, /* Square-Enix SCD */
meta_NGC_NST_DSP, /* Animaniacs [NGC] */
meta_BAF, /* .baf (Blur) */
meta_PS3_XVAG, /* Ratchet & Clank Future: Quest for Booty (PS3) */
meta_PS3_CPS, /* Eternal Sonata (PS3) */
meta_PS3_MSF, /* MSF header */
meta_NUB_VAG, /* VAG from Nub archives */
meta_PS3_PAST, /* Bakugan Battle Brawlers (PS3) */
meta_PS3_SGH_SGB, /* Folklore (PS3) */
meta_NGCA, /* GoldenEye 007 (Wii) */
meta_WII_RAS, /* Donkey Kong Country Returns (Wii) */
meta_PS2_SPM, /* Lethal Skies Elite Pilot: Team SW */
meta_X360_TRA, /* Def Jam Rapstar */
meta_PS2_VGS, // Princess Soft PS2 games
meta_PS2_IAB, // Ueki no Housoku - Taosu ze Robert Juudan!! (PS2)
meta_PS2_STRLR,
meta_LSF_N1NJ4N, /* .lsf n1nj4n Fastlane Street Racing (iPhone) */
meta_PS3_VAWX, // No More Heroes: Heroes Paradise (PS3)
meta_PC_SNDS, // Incredibles PC .snds
meta_PS2_WMUS, // The Warriors (PS2)
meta_HYPERSCAN_KVAG, // Hyperscan KVAG/BVG
meta_IOS_PSND, // Crash Bandicoot Nitro Kart 2 (iOS)
meta_BOS_ADP, // ADP! (Balls of Steel, PC)
meta_EB_SFX, // Excitebots .sfx
meta_EB_SF0, // Excitebots .sf0
meta_PS3_KLBS, // L@VE ONCE (PS3)
meta_PS3_SGX,
meta_PS2_MTAF, // Metal Gear Solid 3 MTAF
} meta_t;
typedef struct {
STREAMFILE * streamfile; /* file used by this channel */
off_t channel_start_offset; /* where data for this channel begins */
off_t offset; /* current location in the file */
off_t frame_header_offset; /* offset of the current frame header (for WS) */
int samples_left_in_frame; /* for WS */
/* format specific */
/* adpcm */
int16_t adpcm_coef[16]; /* for formats with decode coefficients built in */
int32_t adpcm_coef_3by32[0x60]; /* for Level-5 0x555 */
union {
int16_t adpcm_history1_16; /* previous sample */
int32_t adpcm_history1_32;
};
union {
int16_t adpcm_history2_16; /* previous previous sample */
int32_t adpcm_history2_32;
};
union {
int16_t adpcm_history3_16;
int32_t adpcm_history3_32;
};
double adpcm_history1_double;
double adpcm_history2_double;
int adpcm_step_index; /* for IMA */
int adpcm_scale; /* for MS ADPCM */
struct g72x_state g72x_state; /* state for G.721 decoder, sort of big but we
might as well keep it around */
#ifdef DEBUG
int samples_done;
int16_t loop_history1,loop_history2;
#endif
/* ADX encryption */
int adx_channels;
uint16_t adx_xor;
uint16_t adx_mult;
uint16_t adx_add;
/* BMDX encryption */
uint8_t bmdx_xor;
uint8_t bmdx_add;
/* generic encryption */
uint16_t key_xor;
} VGMSTREAMCHANNEL;
typedef struct {
/* basics */
int32_t num_samples; /* the actual number of samples in this stream */
int32_t sample_rate; /* sample rate in Hz */
int channels; /* number of channels */
coding_t coding_type; /* type of encoding */
layout_t layout_type; /* type of layout for data */
meta_t meta_type; /* how we know the metadata */
/* looping */
int loop_flag; /* is this stream looped? */
int32_t loop_start_sample; /* first sample of the loop (included in the loop) */
int32_t loop_end_sample; /* last sample of the loop (not included in the loop) */
/* channels */
VGMSTREAMCHANNEL * ch; /* pointer to array of channels */
/* channel copies */
VGMSTREAMCHANNEL * start_ch; /* copies of channel status as they were at the beginning of the stream */
VGMSTREAMCHANNEL * loop_ch; /* copies of channel status as they were at the loop point */
/* layout-specific */
int32_t current_sample; /* number of samples we've passed */
int32_t samples_into_block; /* number of samples into the current block */
/* interleave */
size_t interleave_block_size; /* interleave for this file */
size_t interleave_smallblock_size; /* smaller interleave for last block */
/* headered blocks */
off_t current_block_offset; /* start of this block (offset of block header) */
size_t current_block_size; /* size of the block we're in now */
off_t next_block_offset; /* offset of header of the next block */
int block_count; /* count of "semi" block in total block */
int hit_loop; /* have we seen the loop yet? */
/* loop layout (saved values) */
int32_t loop_sample; /* saved from current_sample, should be loop_start_sample... */
int32_t loop_samples_into_block; /* saved from samples_into_block */
off_t loop_block_offset; /* saved from current_block_offset */
size_t loop_block_size; /* saved from current_block_size */
off_t loop_next_block_offset; /* saved from next_block_offset */
uint8_t xa_channel; /* Selected XA Channel */
int32_t xa_sector_length; /* XA block */
uint8_t xa_headerless; /* headerless XA block */
int8_t get_high_nibble;
uint8_t ea_big_endian; /* Big Endian ? */
uint8_t ea_compression_type;
uint8_t ea_compression_version;
uint8_t ea_platform;
int32_t ws_output_size; /* output bytes for this block */
void * start_vgmstream; /* a copy of the VGMSTREAM as it was at the beginning of the stream */
int32_t thpNextFrameSize;
int skip_last_channel;
/* Data the codec needs for the whole stream. This is for codecs too
* different from vgmstream's structure to be reasonably shoehorned into
* using the ch structures.
* Note also that support must be added for resetting, looping and
* closing for every codec that uses this, as it will not be handled. */
void * codec_data;
} VGMSTREAM;
#ifdef VGM_USE_VORBIS
typedef struct {
STREAMFILE *streamfile;
ogg_int64_t offset;
ogg_int64_t size;
} ogg_vorbis_streamfile;
typedef struct {
OggVorbis_File ogg_vorbis_file;
int bitstream;
ogg_vorbis_streamfile ov_streamfile;
} ogg_vorbis_codec_data;
#endif
#ifdef VGM_USE_MPEG
#define AHX_EXPECTED_FRAME_SIZE 0x414
/* MPEG_BUFFER_SIZE should be >= AHX_EXPECTED_FRAME_SIZE */
#define MPEG_BUFFER_SIZE 0x1000
typedef struct {
uint8_t buffer[MPEG_BUFFER_SIZE];
int buffer_used;
int buffer_full;
size_t bytes_in_buffer;
mpg123_handle *m;
} mpeg_codec_data;
#endif
#ifdef VGM_USE_G7221
typedef struct {
sample buffer[640];
g7221_handle *handle;
} g7221_codec_data;
#endif
/* with one file this is also used for just
ACM */
typedef struct {
int file_count;
int current_file;
/* the index we return to upon loop completion */
int loop_start_file;
/* one after the index of the last file, typically
* will be equal to file_count */
int loop_end_file;
/* Upon exit from a loop, which file to play. */
/* -1 if there is no such file */
/*int end_file;*/
ACMStream **files;
} mus_acm_codec_data;
#define AIX_BUFFER_SIZE 0x1000
/* AIXery */
typedef struct {
sample buffer[AIX_BUFFER_SIZE];
int segment_count;
int stream_count;
int current_segment;
/* one per segment */
int32_t *sample_counts;
/* organized like:
* segment1_stream1, segment1_stream2, segment2_stream1, segment2_stream2*/
VGMSTREAM **adxs;
} aix_codec_data;
typedef struct {
int segment_count;
int current_segment;
int loop_segment;
/* one per segment */
int32_t *sample_counts;
VGMSTREAM **adxs;
} aax_codec_data;
/* for compressed NWA */
typedef struct {
NWAData *nwa;
} nwa_codec_data;
/* do format detection, return pointer to a usable VGMSTREAM, or NULL on failure */
VGMSTREAM * init_vgmstream(const char * const filename);
VGMSTREAM * init_vgmstream_from_STREAMFILE(STREAMFILE *streamFile);
/* reset a VGMSTREAM to start of stream */
void reset_vgmstream(VGMSTREAM * vgmstream);
/* allocate a VGMSTREAM and channel stuff */
VGMSTREAM * allocate_vgmstream(int channel_count, int looped);
/* deallocate, close, etc. */
void close_vgmstream(VGMSTREAM * vgmstream);
/* calculate the number of samples to be played based on looping parameters */
int32_t get_vgmstream_play_samples(double looptimes, double fadeseconds, double fadedelayseconds, VGMSTREAM * vgmstream);
/* render! */
void render_vgmstream(sample * buffer, int32_t sample_count, VGMSTREAM * vgmstream);
/* smallest self-contained group of samples is a frame */
int get_vgmstream_samples_per_frame(VGMSTREAM * vgmstream);
/* number of bytes per frame */
int get_vgmstream_frame_size(VGMSTREAM * vgmstream);
/* in NDS IMA the frame size is the block size, so the last one is short */
int get_vgmstream_samples_per_shortframe(VGMSTREAM * vgmstream);
int get_vgmstream_shortframe_size(VGMSTREAM * vgmstream);
/* Assume that we have written samples_written into the buffer already, and we have samples_to_do consecutive
* samples ahead of us. Decode those samples into the buffer. */
void decode_vgmstream(VGMSTREAM * vgmstream, int samples_written, int samples_to_do, sample * buffer);
/* Assume additionally that we have samples_to_do consecutive samples in "data",
* and this this is for channel number "channel" */
void decode_vgmstream_mem(VGMSTREAM * vgmstream, int samples_written, int samples_to_do, sample * buffer, uint8_t * data, int channel);
/* calculate number of consecutive samples to do (taking into account stopping for loop start and end) */
int vgmstream_samples_to_do(int samples_this_block, int samples_per_frame, VGMSTREAM * vgmstream);
/* Detect start and save values, also detect end and restore values. Only works on exact sample values.
* Returns 1 if loop was done. */
int vgmstream_do_loop(VGMSTREAM * vgmstream);
/* Write a description of the stream into array pointed by desc,
* which must be length bytes long. Will always be null-terminated if length > 0
*/
void describe_vgmstream(VGMSTREAM * vgmstream, char * desc, int length);
/* See if there is a second file which may be the second channel, given
* already opened mono opened_stream which was opened from filename.
* If a suitable file is found, open it and change opened_stream to a
* stereo stream. */
void try_dual_file_stereo(VGMSTREAM * opened_stream, STREAMFILE *streamFile);
#endif