vgmstream/src/meta/aix.c

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#include "meta.h"
#include "../layout/layout.h"
#include "aix_streamfile.h"
#define MAX_SEGMENTS 50 /* usually segment0=intro, segment1=loop/main, sometimes ~5, rarely ~40 */
static VGMSTREAM *build_segmented_vgmstream(STREAMFILE *streamFile, off_t *segment_offsets, size_t *segment_sizes, int32_t *segment_samples, int segment_count, int layer_count);
/* AIX - N segments with M layers (2ch ADX) inside [SoulCalibur IV (PS3), Dragon Ball Z: Burst Limit (PS3)] */
VGMSTREAM * init_vgmstream_aix(STREAMFILE *sf) {
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VGMSTREAM * vgmstream = NULL;
off_t segment_offsets[MAX_SEGMENTS] = {0};
size_t segment_sizes[MAX_SEGMENTS] = {0};
int32_t segment_samples[MAX_SEGMENTS] = {0};
int segment_rates[MAX_SEGMENTS] = {0};
off_t data_offset, subtable_offset;
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int segment_count, layer_count;
int i;
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/* checks */
if (!check_extensions(sf, "aix"))
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goto fail;
if (read_u32be(0x00,sf) != 0x41495846 || /* "AIXF" */
read_u32be(0x08,sf) != 0x01000014 || /* version? */
read_u32be(0x0c,sf) != 0x00000800)
goto fail;
/* AIX combine layers for multichannel and segments for looping, all very hacky.
* For some reason AIX with 1 layer and 1 segment exist (equivalent to a single ADX). */
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/* base segment header */
data_offset = read_s32be(0x04,sf) + 0x08;
/* parse segments table */
{
const off_t segment_list_offset = 0x20;
const size_t segment_list_entry_size = 0x10;
segment_count = read_u16be(0x18,sf);
if (segment_count < 1 || segment_count > MAX_SEGMENTS) goto fail;
subtable_offset = segment_list_offset + segment_count*segment_list_entry_size;
if (subtable_offset >= data_offset) goto fail;
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for (i = 0; i < segment_count; i++) {
segment_offsets[i] = read_s32be(segment_list_offset + segment_list_entry_size*i + 0x00,sf);
segment_sizes[i] = read_u32be(segment_list_offset + segment_list_entry_size*i + 0x04,sf);
segment_samples[i] = read_s32be(segment_list_offset + segment_list_entry_size*i + 0x08,sf);
segment_rates[i] = read_s32be(segment_list_offset + segment_list_entry_size*i + 0x0c,sf);
/* segments > 0 can have 0 sample rate, seems to indicate same as first
* [Ryu ga Gotoku: Kenzan! (PS3) tenkei_sng1.aix] */
if (i > 0 && segment_rates[i] == 0)
segment_rates[i] = segment_rates[0];
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/* all segments must have equal sample rate */
if (segment_rates[i] != segment_rates[0])
goto fail;
}
if (segment_offsets[0] != data_offset)
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goto fail;
}
/* between the segment and layer table some kind of 0x10 subtable? */
if (read_u8(subtable_offset,sf) != 0x01)
goto fail;
/* parse layers table */
{
const size_t layer_list_entry_size = 0x08;
off_t layer_list_offset, layer_list_end;
layer_list_offset = subtable_offset + 0x10;
if (layer_list_offset >= data_offset) goto fail;
layer_count = read_u8(layer_list_offset,sf);
if (layer_count < 1) goto fail;
layer_list_end = layer_list_offset + 0x08 + layer_count*layer_list_entry_size;
if (layer_list_end >= data_offset) goto fail;
for (i = 0; i < layer_count; i++) {
/* all layers must have same sample rate as segments */
if (read_s32be(layer_list_offset + 0x08 + i*layer_list_entry_size + 0x00,sf) != segment_rates[0])
goto fail;
/* 0x04: layer channels */
}
}
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/* build combo layers + segments VGMSTREAM */
vgmstream = build_segmented_vgmstream(sf, segment_offsets, segment_sizes, segment_samples, segment_count, layer_count);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_AIX;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}
static VGMSTREAM *build_layered_vgmstream(STREAMFILE *streamFile, off_t segment_offset, size_t segment_size, int layer_count) {
VGMSTREAM *vgmstream = NULL;
layered_layout_data* data = NULL;
int i;
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STREAMFILE* temp_sf = NULL;
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/* build layers */
data = init_layout_layered(layer_count);
if (!data) goto fail;
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for (i = 0; i < layer_count; i++) {
/* build the layer STREAMFILE */
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temp_sf = setup_aix_streamfile(streamFile, segment_offset, segment_size, i, "adx");
if (!temp_sf) goto fail;
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/* build the sub-VGMSTREAM */
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data->layers[i] = init_vgmstream_adx(temp_sf);
if (!data->layers[i]) goto fail;
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data->layers[i]->stream_size = get_streamfile_size(temp_sf);
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close_streamfile(temp_sf);
temp_sf = NULL;
}
if (!setup_layout_layered(data))
goto fail;
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/* build the layered VGMSTREAM */
vgmstream = allocate_layered_vgmstream(data);
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if (!vgmstream) goto fail;
return vgmstream;
fail:
if (!vgmstream) free_layout_layered(data);
close_vgmstream(vgmstream);
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close_streamfile(temp_sf);
return NULL;
}
static VGMSTREAM *build_segmented_vgmstream(STREAMFILE *streamFile, off_t *segment_offsets, size_t *segment_sizes, int32_t *segment_samples, int segment_count, int layer_count) {
VGMSTREAM *vgmstream = NULL;
segmented_layout_data *data = NULL;
int i, loop_flag, loop_start_segment, loop_end_segment;
/* build segments */
data = init_layout_segmented(segment_count);
if (!data) goto fail;
for (i = 0; i < segment_count; i++) {
/* build the layered sub-VGMSTREAM */
data->segments[i] = build_layered_vgmstream(streamFile, segment_offsets[i], segment_sizes[i], layer_count);
if (!data->segments[i]) goto fail;
data->segments[i]->num_samples = segment_samples[i]; /* just in case */
data->segments[i]->stream_size = segment_sizes[i];
}
if (!setup_layout_segmented(data))
goto fail;
/* known loop cases:
* - 1 segment: main/no loop [Hatsune Miku: Project Diva (PSP)]
* - 2 segments: intro + loop [SoulCalibur IV (PS3)]
* - 3 segments: intro + loop + end [Dragon Ball Z: Burst Limit (PS3), Metroid: Other M (Wii)]
* - 4/5 segments: intros + loop + ends [Danball Senki (PSP)]
* - 39 segments: no loops but multiple segments for dynamic parts? [Tetris Collection (PS2)] */
loop_flag = (segment_count > 0 && segment_count <= 5);
loop_start_segment = (segment_count > 3) ? 2 : 1;
loop_end_segment = (segment_count > 3) ? (segment_count - 2) : 1;
/* build the segmented VGMSTREAM */
vgmstream = allocate_segmented_vgmstream(data, loop_flag, loop_start_segment, loop_end_segment);
if (!vgmstream) goto fail;
return vgmstream;
fail:
if (!vgmstream) free_layout_segmented(data);
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close_vgmstream(vgmstream);
return NULL;
}