vgmstream/src/coding/asf_decoder.c

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#include "coding.h"
/* Decodes Argonaut's ASF ADPCM codec, used in some of their PC games.
* Algorithm should be accurate (reverse engineered from asfcodec.adl DLL). */
void decode_asf(VGMSTREAMCHANNEL * stream, sample * outbuf, int channelspacing, int32_t first_sample, int32_t samples_to_do) {
off_t frame_offset;
int i, frames_in, sample_count = 0;
size_t bytes_per_frame, samples_per_frame;
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uint8_t shift, mode;
int32_t hist1 = stream->adpcm_history1_32;
int32_t hist2 = stream->adpcm_history2_32;
/* external interleave (fixed size), mono */
bytes_per_frame = 0x11;
samples_per_frame = (bytes_per_frame - 0x01) * 2;
frames_in = first_sample / samples_per_frame;
first_sample = first_sample % samples_per_frame;
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/* parse frame header */
frame_offset = stream->offset + bytes_per_frame*frames_in;
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shift = ((uint8_t)read_8bit(frame_offset+0x00,stream->streamfile) >> 4) & 0xf;
mode = ((uint8_t)read_8bit(frame_offset+0x00,stream->streamfile) >> 0) & 0xf;
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/* decode nibbles */
for (i = first_sample; i < first_sample + samples_to_do; i++) {
int32_t new_sample;
uint8_t nibbles = (uint8_t)read_8bit(frame_offset+0x01 + i/2,stream->streamfile);
new_sample = i&1 ? /* high nibble first */
get_low_nibble_signed(nibbles):
get_high_nibble_signed(nibbles);
/* move sample to upper nibble, then shift + 2 (IOW: shift + 6) */
new_sample = (new_sample << 4) << (shift + 2);
/* mode is checked as a flag, so there are 2 modes only, but lower nibble
* may have other values at last frame (ex 0x02/09), could be control flags (loop related?) */
if (mode & 0x4) { /* ~filters: 2, -1 */
new_sample = (new_sample + (hist1 << 7) - (hist2 << 6)) >> 6;
}
else { /* ~filters: 1, 0 */
new_sample = (new_sample + (hist1 << 6)) >> 6;
}
//new_sample = clamp16(new_sample); /* must not */
outbuf[sample_count] = (int16_t)new_sample;
sample_count += channelspacing;
hist2 = hist1;
hist1 = new_sample;
}
stream->adpcm_history1_32 = hist1;
stream->adpcm_history2_32 = hist2;
}