If found and parsed correctly (the .txth may be rejected if incorrect commands are found) vgmstream will try to play the file as described. Extension must be accepted/added to vgmstream (plugins like foobar2000 only load extensions from a whitelist in formats.c), or one could rename to any supported extension (like .vgmstream), or leave the file extensionless.
You can also use `.(sub).(ext).txth` (if the file is `filename.sub.ext`), to allow mixing slightly different files in the same folder. The `sub` part doesn't need to be an extension, for example:
A text file with the above commands must be saved as `.vag.txth` or `.txth` (preferably the former), notice it starts with a "." (dot). On Windows files starting with a dot can be created by appending a dot at the end when renaming: `.txth.`
While the main point is playing the file, many of TXTH's features are aimed towards keeping original data intact, for documentation and preservation purposes; try leaving data as untouched as possible and consider how the game plays the file, as there is a good chance some feature can mimic it.
The file is made of lines with `key = value` commands describing a header. Commands are all case sensitive and spaces are optional: `key=value`, `key = value`, and so on are all ok. Comments start with # and can be inlined.
The parser is fairly simple and may be buggy or unexpected in some cases. The order of keys is variable but some things won't work if others aren't defined (ex. bytes-to-samples may not work without channels or interleave) or need to be done in a certain order (due to technical reasons) as explained below.
To get a file playing you need to correctly set, at least: `codec` and sometimes `interleave`, `sample_rate`, `channels` and `num_samples`, or use the "subfile" feature.
Changes next read to: `(key) = (value) */+- value_(op)`. Set to 0 when done using, as it affects ANY value. Priority is as listed.
```
value_mul|value_* = (value)
value_div|value_/ = (value)
value_add|value_+ = (value)
value_sub|value_- = (value)
```
#### INTERLEAVE / FRAME SIZE [REQUIRED depending on codec]
This value changes how data is read depending on the codec:
- For mono/interleaved codecs it's the amount of data between channels, and while optional (defaults described in the "codec" section) you'll often need to set it to get proper sound.
- For codecs with custom frame sizes (MSADPCM, MS-IMA, ATRAC3/plus) means frame size and is required.
- Interleave 0 means "stereo mode" for codecs marked as "mono/stereo", and setting it will usually force mono-interleaved mode.
Special values:
-`half_size`: sets interleave as data_size / channels automatically
```
interleave = (value)|half_size
```
#### INTERLEAVE IN THE LAST BLOCK
In some files with interleaved data the last block (`interleave * channels`) of data is smaller than normal, so `interleave` is smaller for that block. Setting this fixes decoding glitches at the end.
Note that this doesn't affect files with padding data in the last block (as the `interleave` itself is constant).
Special values:
-`auto`: calculate based on channels, interleave and data_size/start_offset
```
interleave_last = (value)|auto
```
#### ID VALUES
Validates that `id_value` (normally set as constant value) matches value read at `id_offset`. The file will be rejected and won't play if values don't match.
Can be redefined several times, it's checked whenever a new id_offset is found.
```
id_value = (value)
id_offset = (value)
```
#### NUMBER OF CHANNELS [REQUIRED]
```
channels = (value)
```
#### MUSIC FREQUENCY [REQUIRED]
```
sample_rate = (value)
```
#### DATA START
Where encoded data actually starts, after the header part. Defaults to 0.
```
start_offset = (value)
```
#### DATA SIZE
Special variable that can be used in sample values. Defaults to `(file_size - start_offset)`, re-calculated when `start_offset` is set. With multiple subsongs, `block_size` or padding are set this it's recalculated as well.
If data_size is manually set it stays constant and won't be auto changed.
```
data_size = (value)
```
#### DATA PADDING
Some files have extra padding at the end that is meant to be ignored. This adjusts the padding in `data_size`, manually or auto-calculated.
Special values (for PS-ADPCM only):
-`auto`: discards null frames
-`auto-empty`: discards null and 'empty' frames (for games with weird padding)
```
padding_size = (value)|auto|auto-empty
```
#### SAMPLE MEANINGS
Modifies the meaning of sample fields when set *before* them.
-`blocks`: same as bytes, but value is given in blocks/frames
* Value is internally converted from blocks to bytes first: `bytes = (value * interleave*channels)`
Some codecs can't convert bytes-to-samples at the moment: `FFMPEG`. For XMA1/2, bytes does special parsing, with loop values being bit offsets within data (as XMA has a peculiar way to loop).
Force loop on or off, as loop start/end may be defined but not used. If not set, by default it loops when loop_end_sample is defined and less than num_samples.
Special values:
- auto: tries to autodetect loop points for PS-ADPCM data using data loop flags.
Sometimes games give loop flags different meaning, so behavior can be tweaked by defining `loop_behavior` before `loop_flag`:
-`default`: values 0 or 0xFFFF/0xFFFFFFFF (-1) disable looping, but not 0xFF (loop endlessly)
For XMA1/2 + sample_type=bytes it means loop subregion, if read after loop values.
For other codecs its added to loop start/end, if read before loop values (a format may rarely have rough loop offset/bytes, then a loop adjust in samples).
```
loop_adjust = (value)
```
#### ENCODER DELAY
Beginning samples to skip, a.k.a. priming samples or encoder delay, that some codecs use to "warm up" the decoder. This is needed for proper gapless support.
Usually each channel uses its own list, so we may need to set separation per channel, usually 0x20 (16 values * 2 bytes). So channel N coefs are read at `coef_offset + coef_spacing * N`
Those 16-bit coefs can be little or big endian (usually BE), set `coef_endianness` directly or in an offset value where ´0=LE, >0=BE´.
While the coef table is almost always included per-file, some games have their coef table in the executable or precalculated somehow. You can set inline coefs instead of coef_offset. Format is a long string of bytes (optionally space-separated) like `coef_table = 0x1E02DE01 3C0C0EFA ...`. You still need to set `coef_spacing` and `coef_endianness` though.
Changes internal header/body representation to external files.
TXTH commands are done on a "header", and decoding on "body". When loading an unsupported file it becomes the "base" file
that loads the .txth, and is both header and body.
You can alter those, mainly for files that split header and body in separate files (load base file and txth sets header on another file). It's also possible to load the .txth directly with a set body, as a sort of "reverse TXTH" (useful with bigfiles, as you could have one .txth per song).
Allowed values:
- (filename): open any file, subdirs also work (dir/filename)
- *.(extension): opens with same name as the "base" file (the one you open, not the .txth) plus another extension
- null: unloads file and goes back to defaults (body/header = base file).
Sets the number of subsongs in the file, adjusting reads per subsong N: `value = @(offset) + subsong_offset*N`. number/constants values aren't adjusted though.
Mainly for bigfiles with consecutive headers per subsong, set subsong_offset to 0 when done as it affects any reads. The current subsong number is handled externally by plugins or TXTP.
Sets the name of the stream, most useful when used with subsongs. TXTH will read a string at `name_offset`, with `name_size characters`.
`name_size` defaults to 0, which reads until null-terminator or a non-ascii character is found.
`name_offset` can be a (number) value, but being an offset it's also adjusted by subsong_offset.
```
name_offset = (value)
name_size = (value)
```
#### SUBFILES
Tells TXTH to parse a full file (ex. an Ogg) at `subfile_offset`, with size of `subfile_size` (defaults to `file size - subfile_offset` if not set). This is useful for files that are just container of other files, so you don't have to remove the extra data (since it could contain useful stuff like loop info).
Internal subfile extension can be changed to `subfile_extension` if needed, as vgmstream won't accept unknown extensions (for example if your file uses .vgmstream or .pogg you may need to set subfile_extension = ogg).
Setting any of those three will trigger this mode (it's ok to set offset 0). Once triggered most fields are ignored, but not all, explained later. This will also set some values like `channels` or `sample_rate` if not set for calculations/convenience.
Some files interleave data chunks, for example 3 stereo songs pasted together, alternating 0x10000 bytes of data each. These settings allow vgmstream to play one of the chunks while ignoring the rest (read 0x10000 data, skip 0x10000*2).
File is first "dechunked" then played with using other settings (`start_offset` would point within the internal dechunked" file). It can be used to remove garbage data that affects decoding, too.
You need to set:
-`chunk_count`: total number of interleaved chunks (ex. 3=3 interleaved songs)
-`chunk_number`: first chunk to start (ex. 1=0x00000, 2=0x10000, 3=0x20000...)
* If you set `subsong_count` first `chunk_number` will be auto-set per subsong (subsong 1 starts from chunk number 1, subsong 2 from chunk 2, etc)
-`chunk_start`: absolute offset where chunks start (normally 0x00)
-`chunk_size`: amount of data in a single chunk (ex. 0x10000)
For fine-tuning you can optionally set (before `chunk_size`, for reasons):
-`chunk_header_size`: header to skip before chunk data (part of chunk_size)
-`chunk_data_size`: actual data size (part of chunk_size, rest is header/padding)
So, if you set size to 0x1000, header_size 0x100, data_size is implicitly 0xF00, or if size is 0x1000 and data_size 0x800 last 0x200 is ignored padding. Use combinations of the above to make vgmstream "see" only actual codec data.
Some games have headers for all files pasted together separate from the actual data, but this order may be hard-coded or even alphabetically ordered by filename. In those cases you can set a "name table" that assigns constant values (one or many) to filenames. This table is loaded from an external text file (for clarity) and can be set to any name, for example `name_table = .names.txt`
# may put multiple comma-separated values, spaces are ok
(filenameN) : (value1), (...) , (valueN)
# put no name before the : to set default values
: (value1), (...), (valueN)
```
Then I'll find your current file name, and you can then reference its numbers from the list as a `name_value` field, like `base_offset = name_value`, `start_offset = 0x1000 + name_value1`, `interleave = name_value5`, etc. `(filename)` can be with or without extension (like `bgm01.vag` or just `bgm01`), and if the file's name isn't found it'll use default values, and if those aren't defined you'll get 0 instead. Being "values" they can be use math or offsets too.
While you can put anything in the numbers, this feature is meant to be used to store some number that points to the actual data inside a real multi-header, that could be set with `header_file`. If you need to store many constant values there is good chance this can be supported in some better way.
#### BASE OFFSET MODIFIER
You can set a default offset that affects next `@(offset)` reads making them `@(offset + base_offset)`, for cleaner parsing (particularly interesting when combined with the `name_list).
For example instead of `channels = @0x714` you could set `base_offset = 0x710, channels = @0x04`. Set to 0 when you want to disable it.
Most commands are evaluated and calculated immediatedly, every time they are found. This is by design, as it can be used to adjust and trick for certain calculations.
For example, normally you are given a data_size in bytes, that can be used to calculate num_samples for all channels.
```
channels = 2
sample_type = bytes
num_samples = @0x10#calculated from data_size
```
But sometimes this size is for a single channel only (even though the file may be stereo). You can set temporally change the channel number to force a correct calculation.
Priority is left-to-right. Do add brackets though, they are accounted for and if they are implemented in the future your .txth *will* break with impunity.
Most fields can't be changed after parsing since doesn't make much sense technically, as the parsed subfile should supply them. You can set them to use bytes-to-samples conversions, though.