vgmstream/src/meta/fsb.c

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#include "meta.h"
#include "../coding/coding.h"
#include "../layout/layout.h"
#include "fsb_interleave_streamfile.h"
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/* ************************************************************************************************
* FSB defines, copied from the public spec (https://www.fmod.org/questions/question/forum-4928/)
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* for reference. The format is mostly compatible for FSB1/2/3/4, but not FSB5.
* ************************************************************************************************ */
/* These flags are used for FMOD_FSB_HEADER::mode */
#define FMOD_FSB_SOURCE_FORMAT 0x00000001 /* all samples stored in their original compressed format */
#define FMOD_FSB_SOURCE_BASICHEADERS 0x00000002 /* samples should use the basic header structure */
#define FMOD_FSB_SOURCE_ENCRYPTED 0x00000004 /* all sample data is encrypted */
#define FMOD_FSB_SOURCE_BIGENDIANPCM 0x00000008 /* pcm samples have been written out in big-endian format */
#define FMOD_FSB_SOURCE_NOTINTERLEAVED 0x00000010 /* Sample data is not interleaved. */
#define FMOD_FSB_SOURCE_MPEG_PADDED 0x00000020 /* Mpeg frames are now rounded up to the nearest 2 bytes for normal sounds, or 16 bytes for multichannel. */
#define FMOD_FSB_SOURCE_MPEG_PADDED4 0x00000040 /* Mpeg frames are now rounded up to the nearest 4 bytes for normal sounds, or 16 bytes for multichannel. */
/* These flags are used for FMOD_FSB_HEADER::version */
#define FMOD_FSB_VERSION_3_0 0x00030000 /* FSB version 3.0 */
#define FMOD_FSB_VERSION_3_1 0x00030001 /* FSB version 3.1 */
#define FMOD_FSB_VERSION_4_0 0x00040000 /* FSB version 4.0 */
/* FMOD 3 defines. These flags are used for FMOD_FSB_SAMPLE_HEADER::mode */
#define FSOUND_LOOP_OFF 0x00000001 /* For non looping samples. */
#define FSOUND_LOOP_NORMAL 0x00000002 /* For forward looping samples. */
#define FSOUND_LOOP_BIDI 0x00000004 /* For bidirectional looping samples. (no effect if in hardware). */
#define FSOUND_8BITS 0x00000008 /* For 8 bit samples. */
#define FSOUND_16BITS 0x00000010 /* For 16 bit samples. */
#define FSOUND_MONO 0x00000020 /* For mono samples. */
#define FSOUND_STEREO 0x00000040 /* For stereo samples. */
#define FSOUND_UNSIGNED 0x00000080 /* For user created source data containing unsigned samples. */
#define FSOUND_SIGNED 0x00000100 /* For user created source data containing signed data. */
#define FSOUND_MPEG 0x00000200 /* For MPEG layer 2/3 data. */
#define FSOUND_CHANNELMODE_ALLMONO 0x00000400 /* Sample is a collection of mono channels. */
#define FSOUND_CHANNELMODE_ALLSTEREO 0x00000800 /* Sample is a collection of stereo channel pairs */
#define FSOUND_HW3D 0x00001000 /* Attempts to make samples use 3d hardware acceleration. (if the card supports it) */
#define FSOUND_2D 0x00002000 /* Tells software (not hardware) based sample not to be included in 3d processing. */
#define FSOUND_SYNCPOINTS_NONAMES 0x00004000 /* Specifies that syncpoints are present with no names */
#define FSOUND_DUPLICATE 0x00008000 /* This subsound is a duplicate of the previous one i.e. it uses the same sample data but w/different mode bits */
#define FSOUND_CHANNELMODE_PROTOOLS 0x00010000 /* Sample is 6ch and uses L C R LS RS LFE standard. */
#define FSOUND_MPEGACCURATE 0x00020000 /* For FSOUND_Stream_Open - for accurate FSOUND_Stream_GetLengthMs/FSOUND_Stream_SetTime. WARNING, see FSOUND_Stream_Open for inital opening time performance issues. */
#define FSOUND_HW2D 0x00080000 /* 2D hardware sounds. allows hardware specific effects */
#define FSOUND_3D 0x00100000 /* 3D software sounds */
#define FSOUND_32BITS 0x00200000 /* For 32 bit (float) samples. */
#define FSOUND_IMAADPCM 0x00400000 /* Contents are stored compressed as IMA ADPCM */
#define FSOUND_VAG 0x00800000 /* For PS2 only - Contents are compressed as Sony VAG format */
#define FSOUND_XMA 0x01000000 /* For Xbox360 only - Contents are compressed as XMA format */
#define FSOUND_GCADPCM 0x02000000 /* For Gamecube only - Contents are compressed as Gamecube DSP-ADPCM format */
#define FSOUND_MULTICHANNEL 0x04000000 /* For PS2 and Gamecube only - Contents are interleaved into a multi-channel (more than stereo) format */
#define FSOUND_OGG 0x08000000 /* For vorbis encoded ogg data */
#define FSOUND_CELT 0x08000000 /* For vorbis encoded ogg data */
#define FSOUND_MPEG_LAYER3 0x10000000 /* Data is in MP3 format. */
#define FSOUND_MPEG_LAYER2 0x00040000 /* Data is in MP2 format. */
#define FSOUND_LOADMEMORYIOP 0x20000000 /* For PS2 only - "name" will be interpreted as a pointer to data for streaming and samples. The address provided will be an IOP address */
#define FSOUND_IMAADPCMSTEREO 0x20000000 /* Signify IMA ADPCM is actually stereo not two interleaved mono */
#define FSOUND_IGNORETAGS 0x40000000 /* Skips id3v2 etc tag checks when opening a stream, to reduce seek/read overhead when opening files (helps with CD performance) */
#define FSOUND_SYNCPOINTS 0x80000000 /* Specifies that syncpoints are present */
/* These flags are used for FMOD_FSB_SAMPLE_HEADER::mode */
#define FSOUND_CHANNELMODE_MASK (FSOUND_CHANNELMODE_ALLMONO | FSOUND_CHANNELMODE_ALLSTEREO | FSOUND_CHANNELMODE_PROTOOLS)
#define FSOUND_CHANNELMODE_DEFAULT 0x00000000 /* Determine channel assignment automatically from channel count. */
#define FSOUND_CHANNELMODE_RESERVED 0x00000C00
#define FSOUND_NORMAL (FSOUND_16BITS | FSOUND_SIGNED | FSOUND_MONO)
#define FSB_SAMPLE_DATA_ALIGN 32
/* simplified struct based on the original definitions */
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typedef enum { MPEG, IMA, PSX, XMA2, DSP, CELT, PCM8, PCM16 } fsb_codec_t;
typedef struct {
/* main header */
uint32_t id;
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int32_t total_subsongs;
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uint32_t sample_headers_size; /* all of them including extended information */
uint32_t sample_data_size;
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uint32_t version; /* extended fsb version (in FSB 3/3.1/4) */
uint32_t flags; /* flags common to all streams (in FSB 3/3.1/4)*/
/* sample header */
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uint32_t num_samples;
uint32_t stream_size;
uint32_t loop_start;
uint32_t loop_end;
uint32_t mode;
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int32_t sample_rate;
uint16_t channels;
/* extra */
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uint32_t base_header_size;
uint32_t sample_header_min;
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off_t extradata_offset;
off_t first_extradata_offset;
meta_t meta_type;
off_t name_offset;
size_t name_size;
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int loop_flag;
off_t stream_offset;
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fsb_codec_t codec;
} fsb_header;
/* ********************************************************************************** */
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static layered_layout_data* build_layered_fsb_celt(STREAMFILE *streamFile, fsb_header* fsb, int is_new_lib);
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/* FSB1~4 - from games using FMOD audio middleware */
VGMSTREAM * init_vgmstream_fsb(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
int target_subsong = streamFile->stream_index;
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fsb_header fsb = {0};
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/* checks
* .fsb: standard
* .bnk: Hard Corps Uprising (PS3) */
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if ( !check_extensions(streamFile, "fsb,bnk") )
goto fail;
/* check header */
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fsb.id = read_32bitBE(0x00,streamFile);
if (fsb.id == 0x46534231) { /* "FSB1" (somewhat different from other fsbs) */
fsb.meta_type = meta_FSB1;
fsb.base_header_size = 0x10;
fsb.sample_header_min = 0x40;
/* main header */
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fsb.total_subsongs = read_32bitLE(0x04,streamFile);
fsb.sample_data_size = read_32bitLE(0x08,streamFile);
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fsb.sample_headers_size = 0x40;
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fsb.version = 0;
fsb.flags = 0;
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if (fsb.total_subsongs > 1) goto fail;
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/* sample header (first stream only, not sure if there are multi-FSB1) */
{
off_t header_offset = fsb.base_header_size;
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fsb.name_offset = header_offset;
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fsb.name_size = 0x20;
fsb.num_samples = read_32bitLE(header_offset+0x20,streamFile);
fsb.stream_size = read_32bitLE(header_offset+0x24,streamFile);
fsb.sample_rate = read_32bitLE(header_offset+0x28,streamFile);
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/* 0x2c:? 0x2e:? 0x30:? 0x32:? */
fsb.mode = read_32bitLE(header_offset+0x34,streamFile);
fsb.loop_start = read_32bitLE(header_offset+0x38,streamFile);
fsb.loop_end = read_32bitLE(header_offset+0x3c,streamFile);
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VGM_ASSERT(fsb.loop_end > fsb.num_samples, "FSB: loop end over samples (%i vs %i)\n", fsb.loop_end, fsb.num_samples);
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fsb.channels = (fsb.mode & FSOUND_STEREO) ? 2 : 1;
if (fsb.loop_end > fsb.num_samples) /* this seems common... */
fsb.num_samples = fsb.loop_end;
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/* DSP coefs, seek tables, etc */
fsb.extradata_offset = header_offset+fsb.sample_header_min;
fsb.stream_offset = fsb.base_header_size + fsb.sample_headers_size;
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}
}
else { /* other FSBs (common/extended format) */
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if (fsb.id == 0x46534232) { /* "FSB2" */
fsb.meta_type = meta_FSB2;
fsb.base_header_size = 0x10;
fsb.sample_header_min = 0x40; /* guessed */
} else if (fsb.id == 0x46534233) { /* "FSB3" */
fsb.meta_type = meta_FSB3;
fsb.base_header_size = 0x18;
fsb.sample_header_min = 0x40;
} else if (fsb.id == 0x46534234) { /* "FSB4" */
fsb.meta_type = meta_FSB4;
fsb.base_header_size = 0x30;
fsb.sample_header_min = 0x50;
} else {
goto fail;
}
/* main header */
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fsb.total_subsongs = read_32bitLE(0x04,streamFile);
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fsb.sample_headers_size = read_32bitLE(0x08,streamFile);
fsb.sample_data_size = read_32bitLE(0x0c,streamFile);
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if (fsb.base_header_size > 0x10) {
fsb.version = read_32bitLE(0x10,streamFile);
fsb.flags = read_32bitLE(0x14,streamFile);
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/* FSB4: 0x18(8):hash 0x20(10):guid */
} else {
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fsb.version = 0;
fsb.flags = 0;
}
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if (fsb.version == FMOD_FSB_VERSION_3_1) {
fsb.sample_header_min = 0x50;
} else if (fsb.version != 0 /* FSB2 */
&& fsb.version != FMOD_FSB_VERSION_3_0
&& fsb.version != FMOD_FSB_VERSION_4_0) {
goto fail;
}
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if (fsb.sample_headers_size < fsb.sample_header_min) goto fail;
if (target_subsong == 0) target_subsong = 1;
if (target_subsong < 0 || target_subsong > fsb.total_subsongs || fsb.total_subsongs < 1) goto fail;
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/* sample header (N-stream) */
{
int i;
off_t header_offset = fsb.base_header_size;
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off_t data_offset = fsb.base_header_size + fsb.sample_headers_size;
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/* find target_stream header (variable sized) */
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for (i = 0; i < fsb.total_subsongs; i++) {
size_t stream_header_size;
if ((fsb.flags & FMOD_FSB_SOURCE_BASICHEADERS) && i > 0) {
/* miniheader, all subsongs reuse first header [rare, ex. Biker Mice from Mars (PS2)] */
stream_header_size = 0x08;
fsb.num_samples = read_32bitLE(header_offset+0x00,streamFile);
fsb.stream_size = read_32bitLE(header_offset+0x04,streamFile);
fsb.loop_start = 0;
fsb.loop_end = 0;
}
else {
/* subsong header for normal files */
stream_header_size = (uint16_t)read_16bitLE(header_offset+0x00,streamFile);
fsb.name_offset = header_offset+0x02;
fsb.name_size = 0x20-0x02;
fsb.num_samples = read_32bitLE(header_offset+0x20,streamFile);
fsb.stream_size = read_32bitLE(header_offset+0x24,streamFile);
fsb.loop_start = read_32bitLE(header_offset+0x28,streamFile);
fsb.loop_end = read_32bitLE(header_offset+0x2c,streamFile);
fsb.mode = read_32bitLE(header_offset+0x30,streamFile);
fsb.sample_rate = read_32bitLE(header_offset+0x34,streamFile);
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/* 0x38: defvol, 0x3a: defpan, 0x3c: defpri */
fsb.channels = read_16bitLE(header_offset+0x3e,streamFile);
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/* FSB3.1/4:
* 0x40: mindistance, 0x44: maxdistance, 0x48: varfreq/size_32bits
* 0x4c: varvol, 0x4e: fsb.varpan */
/* DSP coefs, seek tables, etc */
if (stream_header_size > fsb.sample_header_min) {
fsb.extradata_offset = header_offset+fsb.sample_header_min;
if (fsb.first_extradata_offset == 0)
fsb.first_extradata_offset = fsb.extradata_offset;
}
}
if (i+1 == target_subsong) /* final data_offset found */
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break;
header_offset += stream_header_size;
data_offset += fsb.stream_size; /* there is no offset so manually count */
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/* some subsongs offsets need padding (most FSOUND_IMAADPCM, few MPEG too [Hard Reset (PC) subsong 5])
* other codecs may set PADDED4 (ex. XMA) but don't seem to need it and work fine */
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if (fsb.flags & FMOD_FSB_SOURCE_MPEG_PADDED4) {
if (data_offset % 0x20)
data_offset += 0x20 - (data_offset % 0x20);
}
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}
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if (i > fsb.total_subsongs)
goto fail; /* not found */
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fsb.stream_offset = data_offset;
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}
}
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/* convert to clean some code */
if (fsb.mode & FSOUND_MPEG) fsb.codec = MPEG;
else if (fsb.mode & FSOUND_IMAADPCM) fsb.codec = IMA;
else if (fsb.mode & FSOUND_VAG) fsb.codec = PSX;
else if (fsb.mode & FSOUND_XMA) fsb.codec = XMA2;
else if (fsb.mode & FSOUND_GCADPCM) fsb.codec = DSP;
else if (fsb.mode & FSOUND_CELT) fsb.codec = CELT;
else if (fsb.mode & FSOUND_8BITS) fsb.codec = PCM8;
else fsb.codec = PCM16;
/* correct compared to FMOD's tools */
if (fsb.loop_end)
fsb.loop_end += 1;
/* ping-pong looping = no looping? (forward > reverse > forward) [ex. Biker Mice from Mars (PS2)] */
VGM_ASSERT(fsb.mode & FSOUND_LOOP_BIDI, "FSB BIDI looping found\n");
VGM_ASSERT(fsb.mode & FSOUND_LOOP_OFF, "FSB LOOP OFF found\n"); /* sometimes used */
VGM_ASSERT(fsb.mode & FSOUND_LOOP_NORMAL, "FSB LOOP NORMAL found\n"); /* very rarely set */
/* XOR encryption for some FSB4, though the flag is only seen after decrypting */
//;VGM_ASSERT(fsb.flags & FMOD_FSB_SOURCE_ENCRYPTED, "FSB ENCRYPTED found\n");
/* sometimes there is garbage at the end or missing bytes due to improper ripping */
VGM_ASSERT(fsb.base_header_size + fsb.sample_headers_size + fsb.sample_data_size != streamFile->get_size(streamFile),
"FSB wrong head/data_size found (expected 0x%x vs 0x%x)\n",
fsb.base_header_size + fsb.sample_headers_size + fsb.sample_data_size, streamFile->get_size(streamFile));
/* autodetect unwanted loops */
{
/* FMOD tool's default behaviour is creating files with full loops and no flags unless disabled
* manually (can be overriden during program too), for all FSB versions. This makes jingles/sfx/voices
* loop when they shouldn't, but most music does full loops seamlessly, so we only want to disable
* if it looks jingly enough. Incidentally, their tools can only make files with full loops. */
int enable_loop, full_loop, is_small;
/* seems to mean forced loop */
enable_loop = (fsb.mode & FSOUND_LOOP_NORMAL);
/* for MPEG and CELT sometimes full loops are given with around/exact 1 frame less than num_samples,
* probably to account for encoder/decoder delay (ex. The Witcher 2, Hard Reset, Timeshift) */
if (fsb.codec == CELT)
full_loop = fsb.loop_start == 0 && fsb.loop_end >= fsb.num_samples - 512; /* maybe around 300? */
else if (fsb.codec == MPEG)
full_loop = fsb.loop_start == 0 && fsb.loop_end >= fsb.num_samples - 1152;
else
full_loop = fsb.loop_start == 0 && fsb.loop_end == fsb.num_samples;
/* in seconds (lame but no better way) */
is_small = fsb.num_samples < 20 * fsb.sample_rate;
//;VGM_LOG("FSB loop start=%i, loop end=%i, samples=%i, mode=%x\n", fsb.loop_start, fsb.loop_end, fsb.num_samples, fsb.mode);
//;VGM_LOG("FSB: enable=%i, full=%i, small=%i\n",enable_loop,full_loop,is_small );
fsb.loop_flag = !(fsb.mode & FSOUND_LOOP_OFF); /* disabled manually */
if (fsb.loop_flag && !enable_loop && full_loop && is_small) {
VGM_LOG("FSB: disable unwanted loop\n");
fsb.loop_flag = 0;
}
}
/* build the VGMSTREAM */
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vgmstream = allocate_vgmstream(fsb.channels,fsb.loop_flag);
if (!vgmstream) goto fail;
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vgmstream->sample_rate = fsb.sample_rate;
vgmstream->num_samples = fsb.num_samples;
vgmstream->loop_start_sample = fsb.loop_start;
vgmstream->loop_end_sample = fsb.loop_end;
vgmstream->num_streams = fsb.total_subsongs;
vgmstream->stream_size = fsb.stream_size;
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vgmstream->meta_type = fsb.meta_type;
if (fsb.name_offset)
read_string(vgmstream->stream_name,fsb.name_size+1, fsb.name_offset,streamFile);
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switch(fsb.codec) {
#ifdef VGM_USE_MPEG
case MPEG: { /* FSB4: Shatter (PS3), Way of the Samurai 3/4 (PS3) */
mpeg_custom_config cfg = {0};
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cfg.fsb_padding = (vgmstream->channels > 2 ? 16 :
(fsb.flags & FMOD_FSB_SOURCE_MPEG_PADDED4 ? 4 :
(fsb.flags & FMOD_FSB_SOURCE_MPEG_PADDED ? 2 : 0)));
vgmstream->codec_data = init_mpeg_custom(streamFile, fsb.stream_offset, &vgmstream->coding_type, vgmstream->channels, MPEG_FSB, &cfg);
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if (!vgmstream->codec_data) goto fail;
vgmstream->layout_type = layout_none;
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//VGM_ASSERT(fsb.mode & FSOUND_MPEG_LAYER2, "FSB FSOUND_MPEG_LAYER2 found\n");/* not always set anyway */
VGM_ASSERT(fsb.mode & FSOUND_IGNORETAGS, "FSB FSOUND_IGNORETAGS found\n"); /* not seen */
break;
}
#endif
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case IMA: /* FSB3: Bioshock (PC), FSB4: Blade Kitten (PC) */
vgmstream->coding_type = coding_XBOX_IMA;
vgmstream->layout_type = layout_none;
/* "interleaved header" IMA, only used with >2ch (ex. Blade Kitten 6ch)
* or (seemingly) when flag is used (ex. Dead to Rights 2 (Xbox) 2ch in FSB3.1) */
if (vgmstream->channels > 2 || (fsb.mode & FSOUND_MULTICHANNEL))
vgmstream->coding_type = coding_FSB_IMA;
/* FSOUND_IMAADPCMSTEREO is "noninterleaved, true stereo IMA", but doesn't seem to be any different
* (found in FSB4: Shatter, Blade Kitten (PC), Hard Corps: Uprising (PS3)) */
break;
case PSX: /* FSB1: Jurassic Park Operation Genesis (PS2), FSB4: Spider Man Web of Shadows (PSP) */
vgmstream->coding_type = coding_PSX;
vgmstream->layout_type = layout_interleave;
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if (fsb.flags & FMOD_FSB_SOURCE_NOTINTERLEAVED) {
vgmstream->interleave_block_size = fsb.stream_size / fsb.channels;
}
else {
vgmstream->interleave_block_size = 0x10;
}
break;
#ifdef VGM_USE_FFMPEG
case XMA2: { /* FSB3: The Bourne Conspiracy 2008 (X360), FSB4: Armored Core V (X360), Hard Corps (X360) */
uint8_t buf[0x100];
size_t bytes, block_size, block_count;
block_size = 0x8000; /* FSB default */
block_count = fsb.stream_size / block_size; /* not accurate but not needed (custom_data_offset+0x14 -1?) */
bytes = ffmpeg_make_riff_xma2(buf,0x100, fsb.num_samples, fsb.stream_size, fsb.channels, fsb.sample_rate, block_count, block_size);
vgmstream->codec_data = init_ffmpeg_header_offset(streamFile, buf,bytes, fsb.stream_offset,fsb.stream_size);
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if (!vgmstream->codec_data) goto fail;
vgmstream->coding_type = coding_FFmpeg;
vgmstream->layout_type = layout_none;
xma_fix_raw_samples(vgmstream, streamFile, fsb.stream_offset,fsb.stream_size, 0, 0,0); /* samples look ok */
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break;
}
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#endif
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case DSP: /* FSB3: Metroid Prime 3 (GC), FSB4: de Blob (Wii) */
if (fsb.flags & FMOD_FSB_SOURCE_NOTINTERLEAVED) { /* [de Blob (Wii) sfx)] */
vgmstream->coding_type = coding_NGC_DSP;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = fsb.stream_size / fsb.channels;
}
else {
vgmstream->coding_type = coding_NGC_DSP_subint;
vgmstream->layout_type = layout_none;
vgmstream->interleave_block_size = 0x2;
}
dsp_read_coefs_be(vgmstream, streamFile, fsb.extradata_offset, 0x2e);
break;
#ifdef VGM_USE_CELT
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case CELT: { /* FSB4: War Thunder (PC), The Witcher 2 (PC), Vessel (PC) */
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int is_new_lib;
/* get libcelt version (set in the first subsong only, but try all extradata just in case) */
if (fsb.first_extradata_offset || fsb.extradata_offset) {
uint32_t lib = fsb.first_extradata_offset ?
(uint32_t)read_32bitLE(fsb.first_extradata_offset, streamFile) :
(uint32_t)read_32bitLE(fsb.extradata_offset, streamFile);;
switch(lib) {
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case 0x80000009: is_new_lib = 0; break; /* War Thunder (PC) */
case 0x80000010: is_new_lib = 1; break; /* Vessel (PC) */
default: VGM_LOG("FSB: unknown CELT lib 0x%x\n", lib); goto fail;
}
}
else {
/* split FSBs? try to guess from observed bitstreams */
uint16_t frame = (uint16_t)read_16bitBE(fsb.stream_offset+0x04+0x04,streamFile);
if ((frame & 0xF000) == 0x6000 || frame == 0xFFFE) {
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is_new_lib = 1;
} else {
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is_new_lib = 0;
}
}
if (fsb.channels > 2) { /* multistreams */
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vgmstream->layout_data = build_layered_fsb_celt(streamFile, &fsb, is_new_lib);
if (!vgmstream->layout_data) goto fail;
vgmstream->coding_type = coding_CELT_FSB;
vgmstream->layout_type = layout_layered;
}
else {
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vgmstream->codec_data = init_celt_fsb(vgmstream->channels, is_new_lib ? CELT_0_11_0 : CELT_0_06_1);
if (!vgmstream->codec_data) goto fail;
vgmstream->coding_type = coding_CELT_FSB;
vgmstream->layout_type = layout_none;
}
break;
}
#endif
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case PCM8: /* assumed, no games known */
vgmstream->coding_type = (fsb.mode & FSOUND_UNSIGNED) ? coding_PCM8_U : coding_PCM8;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = 0x1;
break;
case PCM16: /* (PCM16) FSB4: Rocket Knight (PC), Another Century's Episode R (PS3), Toy Story 3 (Wii) */
vgmstream->coding_type = (fsb.flags & FMOD_FSB_SOURCE_BIGENDIANPCM) ? coding_PCM16BE : coding_PCM16LE;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = 0x2;
/* sometimes FSOUND_MONO/FSOUND_STEREO is not set (ex. Dead Space iOS),
* or only STEREO/MONO but not FSOUND_8BITS/FSOUND_16BITS is set */
break;
default:
goto fail;
}
if ( !vgmstream_open_stream(vgmstream, streamFile, fsb.stream_offset) )
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}
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#ifdef VGM_USE_CELT
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static layered_layout_data* build_layered_fsb_celt(STREAMFILE *streamFile, fsb_header* fsb, int is_new_lib) {
layered_layout_data* data = NULL;
STREAMFILE* temp_streamFile = NULL;
int i, layers = (fsb->channels+1) / 2;
/* init layout */
data = init_layout_layered(layers);
if (!data) goto fail;
/* open each layer subfile (1/2ch CELT streams: 2ch+2ch..+1ch or 2ch+2ch..+2ch) */
for (i = 0; i < layers; i++) {
int layer_channels = (i+1 == layers && fsb->channels % 2 == 1)
? 1 : 2; /* last layer can be 1/2ch */
/* build the layer VGMSTREAM */
data->layers[i] = allocate_vgmstream(layer_channels, fsb->loop_flag);
if (!data->layers[i]) goto fail;
data->layers[i]->sample_rate = fsb->sample_rate;
data->layers[i]->num_samples = fsb->num_samples;
data->layers[i]->loop_start_sample = fsb->loop_start;
data->layers[i]->loop_end_sample = fsb->loop_end;
#ifdef VGM_USE_CELT
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data->layers[i]->codec_data = init_celt_fsb(layer_channels, is_new_lib ? CELT_0_11_0 : CELT_0_06_1);
if (!data->layers[i]->codec_data) goto fail;
data->layers[i]->coding_type = coding_CELT_FSB;
data->layers[i]->layout_type = layout_none;
#else
goto fail;
#endif
temp_streamFile = setup_fsb_interleave_streamfile(streamFile, fsb->stream_offset, fsb->stream_size, layers, i, FSB_INT_CELT);
if (!temp_streamFile) goto fail;
if ( !vgmstream_open_stream(data->layers[i], temp_streamFile, 0x00) ) {
goto fail;
}
}
/* setup layered VGMSTREAMs */
if (!setup_layout_layered(data))
goto fail;
close_streamfile(temp_streamFile);
return data;
fail:
close_streamfile(temp_streamFile);
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free_layout_layered(data);
return NULL;
}
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#endif
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/* ****************************************** */
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static STREAMFILE* setup_fsb4_wav_streamfile(STREAMFILE *streamfile, off_t subfile_offset, size_t subfile_size);
/* FSB4 with "\0WAV" Header, found in Deadly Creatures (Wii).
* Has a 0x10 BE header that holds the filesize (unsure if this is from a proper rip). */
VGMSTREAM * init_vgmstream_fsb4_wav(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
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STREAMFILE *test_streamFile = NULL;
off_t subfile_start = 0x10;
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size_t subfile_size = get_streamfile_size(streamFile) - 0x10 - 0x10;
/* check extensions */
if ( !check_extensions(streamFile, "fsb,wii") )
goto fail;
if (read_32bitBE(0x00,streamFile) != 0x00574156) /* "\0WAV" */
goto fail;
/* parse FSB subfile */
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test_streamFile = setup_fsb4_wav_streamfile(streamFile, subfile_start,subfile_size);
if (!test_streamFile) goto fail;
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vgmstream = init_vgmstream_fsb(test_streamFile);
if (!vgmstream) goto fail;
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/* init the VGMSTREAM */
close_streamfile(test_streamFile);
return vgmstream;
fail:
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close_streamfile(test_streamFile);
close_vgmstream(vgmstream);
return NULL;
}
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static STREAMFILE* setup_fsb4_wav_streamfile(STREAMFILE *streamFile, off_t subfile_offset, size_t subfile_size) {
STREAMFILE *temp_streamFile = NULL, *new_streamFile = NULL;
/* setup subfile */
new_streamFile = open_wrap_streamfile(streamFile);
if (!new_streamFile) goto fail;
temp_streamFile = new_streamFile;
new_streamFile = open_clamp_streamfile(temp_streamFile, subfile_offset,subfile_size);
if (!new_streamFile) goto fail;
temp_streamFile = new_streamFile;
new_streamFile = open_fakename_streamfile(temp_streamFile, NULL,"fsb");
if (!new_streamFile) goto fail;
temp_streamFile = new_streamFile;
return temp_streamFile;
fail:
close_streamfile(temp_streamFile);
return NULL;
}