vgmstream/src/meta/ea_eaac.c

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#include "meta.h"
#include "../layout/layout.h"
#include "../coding/coding.h"
#include "ea_eaac_streamfile.h"
/* EAAudioCore formats, EA's current audio middleware */
#define EAAC_VERSION_V0 0x00 /* SNR/SNS */
#define EAAC_VERSION_V1 0x01 /* SPS */
#define EAAC_CODEC_NONE 0x00 /* internal 'codec not set' */
#define EAAC_CODEC_RESERVED 0x01 /* not used/reserved? /MP30/P6L0/P2B0/P2L0/P8S0/P8U0/PFN0? */
#define EAAC_CODEC_PCM 0x02
#define EAAC_CODEC_EAXMA 0x03
#define EAAC_CODEC_XAS 0x04
#define EAAC_CODEC_EALAYER3_V1 0x05
#define EAAC_CODEC_EALAYER3_V2_PCM 0x06
#define EAAC_CODEC_EALAYER3_V2_SPIKE 0x07
#define EAAC_CODEC_DSP 0x08
#define EAAC_CODEC_EASPEEX 0x09
#define EAAC_CODEC_EATRAX 0x0a
#define EAAC_CODEC_EAOPUS 0x0c
#define EAAC_FLAG_NONE 0x00
#define EAAC_FLAG_LOOPED 0x02
#define EAAC_FLAG_STREAMED 0x04
#define EAAC_BLOCKID0_DATA 0x00
#define EAAC_BLOCKID0_END 0x80 /* maybe meant to be a bitflag? */
#define EAAC_BLOCKID1_HEADER 0x48 /* 'H' */
#define EAAC_BLOCKID1_DATA 0x44 /* 'D' */
#define EAAC_BLOCKID1_END 0x45 /* 'E' */
static VGMSTREAM * init_vgmstream_eaaudiocore_header(STREAMFILE * streamHead, STREAMFILE * streamData, off_t header_offset, off_t start_offset, meta_t meta_type);
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static size_t get_snr_size(STREAMFILE *streamFile, off_t offset);
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static VGMSTREAM *parse_s10a_header(STREAMFILE *streamFile, off_t offset, uint16_t target_index, off_t ast_offset);
/* .SNR+SNS - from EA latest games (~2008-2013), v0 header */
VGMSTREAM * init_vgmstream_ea_snr_sns(STREAMFILE * streamFile) {
VGMSTREAM * vgmstream = NULL;
STREAMFILE * streamData = NULL;
/* check extension, case insensitive */
if (!check_extensions(streamFile,"snr"))
goto fail;
/* SNR headers normally need an external SNS file, but some have data [Burnout Paradise, NFL2013 (iOS)] */
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if (get_streamfile_size(streamFile) > 0x10) {
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off_t start_offset = get_snr_size(streamFile, 0x00);
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vgmstream = init_vgmstream_eaaudiocore_header(streamFile, streamFile, 0x00, start_offset, meta_EA_SNR_SNS);
if (!vgmstream) goto fail;
}
else {
streamData = open_streamfile_by_ext(streamFile,"sns");
if (!streamData) goto fail;
vgmstream = init_vgmstream_eaaudiocore_header(streamFile, streamData, 0x00, 0x00, meta_EA_SNR_SNS);
if (!vgmstream) goto fail;
}
close_streamfile(streamData);
return vgmstream;
fail:
close_streamfile(streamData);
return NULL;
}
/* .SPS - from EA latest games (~2014), v1 header */
VGMSTREAM * init_vgmstream_ea_sps(STREAMFILE * streamFile) {
VGMSTREAM * vgmstream = NULL;
off_t start_offset;
/* check extension, case insensitive */
if (!check_extensions(streamFile,"sps"))
goto fail;
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/* SPS block start: 0x00(1): block flag (header=0x48); 0x01(3): block size (usually 0x0c-0x14) */
if (read_8bit(0x00, streamFile) != EAAC_BLOCKID1_HEADER)
goto fail;
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start_offset = read_32bitBE(0x00, streamFile) & 0x00FFFFFF;
vgmstream = init_vgmstream_eaaudiocore_header(streamFile, streamFile, 0x04, start_offset, meta_EA_SPS);
if (!vgmstream) goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}
/* .SNU - from EA Redwood Shores/Visceral games (Dead Space, Dante's Inferno, The Godfather 2), v0 header */
VGMSTREAM * init_vgmstream_ea_snu(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
off_t start_offset, header_offset;
int32_t (*read_32bit)(off_t,STREAMFILE*) = NULL;
/* check extension, case insensitive */
if (!check_extensions(streamFile,"snu"))
goto fail;
/* EA SNU header (BE/LE depending on platform) */
/* 0x00(1): related to sample rate? (03=48000)
* 0x01(1): flags/count? (when set has extra block data before start_offset)
* 0x02(1): always 0?
* 0x03(1): channels? (usually matches but rarely may be 0)
* 0x04(4): some size, maybe >>2 ~= number of frames
* 0x08(4): start offset
* 0x0c(4): some sub-offset? (0x20, found when @0x01 is set) */
/* use start_offset as endianness flag */
if (guess_endianness32bit(0x08,streamFile)) {
read_32bit = read_32bitBE;
} else {
read_32bit = read_32bitLE;
}
header_offset = 0x10; /* SNR header */
start_offset = read_32bit(0x08,streamFile); /* SPS blocks */
vgmstream = init_vgmstream_eaaudiocore_header(streamFile, streamFile, header_offset, start_offset, meta_EA_SNU);
if (!vgmstream) goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}
/* .SPS - from Frostbite engine games, v1 header */
VGMSTREAM * init_vgmstream_ea_sps_fb(STREAMFILE *streamFile) { //todo remove in the future, use better extractors
VGMSTREAM * vgmstream = NULL;
off_t start_offset = 0, header_offset = 0, sps_offset, max_offset;
/* checks */
/* should be .sps once extracted (filenames are hashed) */
if (!check_extensions(streamFile,"sps"))
goto fail;
if (read_32bitBE(0x00,streamFile) != 0x011006C0 && /* Need for Speed: The Run (PS3), Need for Speed: Rivals (PS4) */
read_32bitBE(0x00,streamFile) != 0x01100180 && /* Need for Speed: The Run (X360) */
read_32bitBE(0x00,streamFile) != 0x01100000) /* Need for Speed: The Run (PC) */
goto fail;
/* file has a Frostbite descriptor (SoundWaveAsset segments) data before actual .sps, exact size unknown.
* 0x00: segments/flags/sizes? 0x04: SegmentLength?, 0x08: SeekTableOffset?, 0x0c: mini SPS header
* rest: unknown fields? may be padded? (ex. 0x22 > 0x24, 0x1d > 0x20 */
/* actual offsets are probably somewhere but for now just manually search. */
sps_offset = read_32bitBE(0x08, streamFile); /* seek table, number of entries unknown */
max_offset = sps_offset + 0x3000;
if (max_offset > get_streamfile_size(streamFile))
max_offset = get_streamfile_size(streamFile);
/* find .sps start block */
while (sps_offset < max_offset) {
if ((read_32bitBE(sps_offset, streamFile) & 0xFFFFFF00) == 0x48000000) {
header_offset = sps_offset + 0x04;
start_offset = sps_offset + (read_32bitBE(sps_offset, streamFile) & 0x00FFFFFF);
break;
}
sps_offset += 0x04;
}
if (!start_offset)
goto fail; /* not found */
vgmstream = init_vgmstream_eaaudiocore_header(streamFile, streamFile, header_offset, start_offset, meta_EA_SPS);
if (!vgmstream) goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}
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/* EA ABK - ABK header seems to be same as in the old games but the sound table is different and it contains SNR/SNS sounds instead */
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VGMSTREAM * init_vgmstream_ea_abk_new(STREAMFILE *streamFile) {
int is_dupe, total_sounds = 0, target_stream = streamFile->stream_index;
off_t bnk_offset, header_table_offset, base_offset, unk_struct_offset, table_offset, snd_entry_offset, ast_offset;
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off_t num_entries_off, base_offset_off, entries_off, sound_table_offset_off;
uint32_t i, j, k, num_sounds, total_sound_tables;
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uint16_t num_tables, bnk_index, bnk_target_index;
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uint8_t num_entries, extra_entries;
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off_t sound_table_offsets[0x2000];
VGMSTREAM *vgmstream;
int32_t (*read_32bit)(off_t,STREAMFILE*);
int16_t (*read_16bit)(off_t,STREAMFILE*);
/* check extension */
if (!check_extensions(streamFile, "abk"))
goto fail;
if (read_32bitBE(0x00, streamFile) != 0x41424B43) /* "ABKC" */
goto fail;
/* use table offset to check endianness */
if (guess_endianness32bit(0x1C,streamFile)) {
read_32bit = read_32bitBE;
read_16bit = read_16bitBE;
} else {
read_32bit = read_32bitLE;
read_16bit = read_16bitLE;
}
if (target_stream == 0) target_stream = 1;
if (target_stream < 0)
goto fail;
num_tables = read_16bit(0x0A, streamFile);
header_table_offset = read_32bit(0x1C, streamFile);
bnk_offset = read_32bit(0x20, streamFile);
total_sound_tables = 0;
bnk_target_index = 0xFFFF;
ast_offset = 0;
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if (!bnk_offset || read_32bitBE(bnk_offset, streamFile) != 0x53313041) /* "S10A" */
goto fail;
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/* set up some common values */
if (header_table_offset == 0x5C) {
/* the usual variant */
num_entries_off = 0x24;
base_offset_off = 0x2C;
entries_off = 0x3C;
sound_table_offset_off = 0x04;
}
else if (header_table_offset == 0x78) {
/* FIFA 08 has a bunch of extra zeroes all over the place, don't know what's up with that */
num_entries_off = 0x40;
base_offset_off = 0x54;
entries_off = 0x68;
sound_table_offset_off = 0x0C;
}
else {
goto fail;
}
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for (i = 0; i < num_tables; i++) {
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num_entries = read_8bit(header_table_offset + num_entries_off, streamFile);
extra_entries = read_8bit(header_table_offset + num_entries_off + 0x03, streamFile);
base_offset = read_32bit(header_table_offset + base_offset_off, streamFile);
if (num_entries == 0xff) goto fail; /* EOF read */
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for (j = 0; j < num_entries; j++) {
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unk_struct_offset = read_32bit(header_table_offset + entries_off + 0x04 * j, streamFile);
table_offset = read_32bit(base_offset + unk_struct_offset + sound_table_offset_off, streamFile);
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/* For some reason, there are duplicate entries pointing at the same sound tables */
is_dupe = 0;
for (k = 0; k < total_sound_tables; k++)
{
if (table_offset==sound_table_offsets[k])
{
is_dupe = 1;
break;
}
}
if (is_dupe)
continue;
sound_table_offsets[total_sound_tables++] = table_offset;
num_sounds = read_32bit(table_offset, streamFile);
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if (num_sounds == 0xffffffff) goto fail; /* EOF read */
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for (k = 0; k < num_sounds; k++) {
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/* 0x00: sound index */
/* 0x02: ??? */
/* 0x04: ??? */
/* 0x08: streamed data offset */
snd_entry_offset = table_offset + 0x04 + 0x0C * k;
bnk_index = read_16bit(snd_entry_offset + 0x00, streamFile);
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/* some of these are dummies */
if (bnk_index == 0xFFFF)
continue;
total_sounds++;
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if (target_stream == total_sounds) {
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bnk_target_index = bnk_index;
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ast_offset = read_32bit(snd_entry_offset + 0x08, streamFile);
}
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}
}
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header_table_offset += entries_off + num_entries * 0x04 + extra_entries * 0x04;
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}
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if (bnk_target_index == 0xFFFF || ast_offset == 0)
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goto fail;
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vgmstream = parse_s10a_header(streamFile, bnk_offset, bnk_target_index, ast_offset);
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if (!vgmstream)
goto fail;
vgmstream->num_streams = total_sounds;
return vgmstream;
fail:
return NULL;
}
/* EA S10A header - seen inside new ABK files. Putting it here in case it's encountered stand-alone. */
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static VGMSTREAM * parse_s10a_header(STREAMFILE *streamFile, off_t offset, uint16_t target_index, off_t ast_offset) {
uint32_t num_sounds;
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off_t snr_offset, sns_offset;
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STREAMFILE *astFile = NULL;
VGMSTREAM *vgmstream;
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/* header is always big endian */
/* 0x00: header magic */
/* 0x04: zero */
/* 0x08: number of files */
/* 0x0C: offsets table */
if (read_32bitBE(offset + 0x00, streamFile) != 0x53313041) /* "S10A" */
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goto fail;
num_sounds = read_32bitBE(offset + 0x08, streamFile);
if (num_sounds == 0 || target_index > num_sounds)
goto fail;
snr_offset = offset + read_32bitBE(offset + 0x0C + 0x04 * target_index, streamFile);
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if (ast_offset == 0xFFFFFFFF) {
/* RAM asset */
sns_offset = snr_offset + get_snr_size(streamFile, snr_offset);
vgmstream = init_vgmstream_eaaudiocore_header(streamFile, streamFile, snr_offset, sns_offset, meta_EA_SNR_SNS);
if (!vgmstream)
goto fail;
}
else {
/* streamed asset */
astFile = open_streamfile_by_ext(streamFile, "ast");
if (!astFile)
goto fail;
if (read_32bitBE(0x00, astFile) != 0x53313053) /* "S10S" */
goto fail;
sns_offset = ast_offset;
vgmstream = init_vgmstream_eaaudiocore_header(streamFile, astFile, snr_offset, sns_offset, meta_EA_SNR_SNS);
if (!vgmstream)
goto fail;
close_streamfile(astFile);
}
return vgmstream;
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fail:
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close_streamfile(astFile);
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return NULL;
}
/* EA HDR/STH/DAT - seen in early 7th-gen games, used for storing speech */
VGMSTREAM * init_vgmstream_ea_hdr_sth_dat(STREAMFILE *streamFile) {
int target_stream = streamFile->stream_index;
uint32_t i;
uint8_t userdata_size, total_sounds, block_id;
off_t snr_offset, sns_offset;
size_t file_size, block_size;
STREAMFILE *datFile = NULL, *sthFile = NULL;
VGMSTREAM *vgmstream;
/* 0x00: ID */
/* 0x02: userdata size */
/* 0x03: number of files */
/* 0x04: sub-ID (used for different police voices in NFS games) */
/* 0x08: alt number of files? */
/* 0x09: zero */
/* 0x0A: ??? */
/* 0x0C: zero */
/* 0x10: table start */
sthFile = open_streamfile_by_ext(streamFile, "sth");
if (!sthFile)
goto fail;
datFile = open_streamfile_by_ext(streamFile, "dat");
if (!datFile)
goto fail;
/* STH always starts with the first offset of zero */
sns_offset = read_32bitLE(0x00, sthFile);
if (sns_offset != 0)
goto fail;
/* check if DAT starts with a correct SNS block */
block_id = read_8bit(0x00, datFile);
if (block_id != EAAC_BLOCKID0_DATA && block_id != EAAC_BLOCKID0_END)
goto fail;
userdata_size = read_8bit(0x02, streamFile);
total_sounds = read_8bit(0x03, streamFile);
if (read_8bit(0x08, streamFile) > total_sounds)
goto fail;
if (target_stream == 0) target_stream = 1;
if (target_stream < 0 || total_sounds == 0 || target_stream > total_sounds)
goto fail;
/* offsets in HDR are always big endian */
//snr_offset = (off_t)read_16bitBE(0x10 + (0x02+userdata_size) * (target_stream-1), streamFile) + 0x04;
//sns_offset = read_32bit(snr_offset, sthFile);
/* we can't reliably detect byte endianness so we're going to find the sound the hacky way */
/* go through blocks until we reach the goal sound */
file_size = get_streamfile_size(datFile);
snr_offset = 0;
sns_offset = 0;
for (i = 0; i < total_sounds; i++) {
snr_offset = (off_t)read_16bitBE(0x10 + (0x02+userdata_size) * i, streamFile) + 0x04;
if (i == target_stream - 1)
break;
while (1) {
if (sns_offset >= file_size)
goto fail;
block_id = read_8bit(sns_offset, datFile);
block_size = read_32bitBE(sns_offset, datFile) & 0x00FFFFFF;
if (block_size == 0)
goto fail;
if (block_id != EAAC_BLOCKID0_DATA && block_id != EAAC_BLOCKID0_END)
goto fail;
sns_offset += block_size;
if (block_id == EAAC_BLOCKID0_END)
break;
}
}
block_id = read_8bit(sns_offset, datFile);
if (block_id != EAAC_BLOCKID0_DATA && block_id != EAAC_BLOCKID0_END)
goto fail;
vgmstream = init_vgmstream_eaaudiocore_header(sthFile, datFile, snr_offset, sns_offset, meta_EA_SNR_SNS);
if (!vgmstream)
goto fail;
vgmstream->num_streams = total_sounds;
close_streamfile(sthFile);
close_streamfile(datFile);
return vgmstream;
fail:
close_streamfile(sthFile);
close_streamfile(datFile);
return NULL;
}
/* ************************************************************************* */
typedef struct {
int version;
int codec;
int channel_config;
int sample_rate;
int flags;
int streamed;
int channels;
int num_samples;
int loop_start;
int loop_end;
int loop_flag;
off_t stream_offset;
off_t loop_offset;
} eaac_header;
static segmented_layout_data* build_segmented_eaaudiocore_looping(STREAMFILE *streamData, eaac_header *eaac);
/* EA newest header from RwAudioCore (RenderWare?) / EAAudioCore library (still generated by sx.exe).
* Audio "assets" come in separate RAM headers (.SNR/SPH) and raw blocked streams (.SNS/SPS),
* or together in pseudoformats (.SNU, .SBR+.SBS banks, .AEMS, .MUS, etc).
* Some .SNR include stream data, while .SPS have headers so .SPH is optional. */
static VGMSTREAM * init_vgmstream_eaaudiocore_header(STREAMFILE * streamHead, STREAMFILE * streamData, off_t header_offset, off_t start_offset, meta_t meta_type) {
VGMSTREAM * vgmstream = NULL;
2018-03-31 20:10:57 +02:00
STREAMFILE* temp_streamFile = NULL;
uint32_t header1, header2;
eaac_header eaac = {0};
/* EA SNR/SPH header */
header1 = (uint32_t)read_32bitBE(header_offset + 0x00, streamHead);
header2 = (uint32_t)read_32bitBE(header_offset + 0x04, streamHead);
eaac.version = (header1 >> 28) & 0x0F; /* 4 bits */
eaac.codec = (header1 >> 24) & 0x0F; /* 4 bits */
eaac.channel_config = (header1 >> 18) & 0x3F; /* 6 bits */
eaac.sample_rate = (header1 & 0x03FFFF); /* 18 bits (some Dead Space 2 (PC) do use 96000) */
eaac.flags = (header2 >> 28) & 0x0F; /* 4 bits *//* TODO: maybe even 3 bits and not 4? */
eaac.num_samples = (header2 & 0x0FFFFFFF); /* 28 bits */
/* rest is optional, depends on used flags and codec (handled below) */
eaac.stream_offset = start_offset;
/* V0: SNR+SNS, V1: SPR+SPS (no apparent differences, other than block flags) */
if (eaac.version != EAAC_VERSION_V0 && eaac.version != EAAC_VERSION_V1) {
VGM_LOG("EA EAAC: unknown version\n");
goto fail;
}
/* catch unknown/garbage values just in case */
if (eaac.flags != EAAC_FLAG_NONE && !(eaac.flags & (EAAC_FLAG_LOOPED | EAAC_FLAG_STREAMED))) {
VGM_LOG("EA EAAC: unknown flags 0x%02x\n", eaac.flags);
goto fail;
}
/* get loops (fairly involved due to the multiple layouts and mutant streamfiles)
* full loops aren't too uncommon [Dead Space (PC) sfx/ambiance],
* while actual looping is very rare [Need for Speed: World (PC)] */
if (eaac.flags & EAAC_FLAG_LOOPED) {
eaac.loop_flag = 1;
eaac.loop_start = read_32bitBE(header_offset+0x08, streamHead);
eaac.loop_end = eaac.num_samples;
//todo header size always depends on flags or is implicit by loop values? see get_snr_size
if (eaac.loop_start > 0)
eaac.loop_offset = read_32bitBE(header_offset+0x0c, streamHead); /* normal loop */
else
eaac.loop_offset = eaac.stream_offset; /* full loop */
//todo EATrax has extra values in header, which would coexist with loop values
if (eaac.codec == EAAC_CODEC_EATRAX) {
VGM_LOG("EA EAAC: unknown loop header for EATrax\n");
goto fail;
}
//todo need more cases to test how layout/streamfiles react
if (eaac.loop_start > 0 && !(eaac.codec == EAAC_CODEC_EALAYER3_V1 ||
eaac.codec == EAAC_CODEC_EALAYER3_V2_PCM || eaac.codec == EAAC_CODEC_EALAYER3_V2_SPIKE)) {
VGM_LOG("EA EAAC: unknown actual looping for non-EALayer3\n");
goto fail;
}
}
/* Non-streamed sounds are stored as a single block (may not set block end flags) */
eaac.streamed = (eaac.flags & EAAC_FLAG_STREAMED) != 0;
/* accepted channel configs only seem to be mono/stereo/quad/5.1/7.1, from debug strings */
switch(eaac.channel_config) {
case 0x00: eaac.channels = 1; break;
case 0x01: eaac.channels = 2; break;
case 0x03: eaac.channels = 4; break;
case 0x05: eaac.channels = 6; break;
case 0x07: eaac.channels = 8; break;
default:
VGM_LOG("EA EAAC: unknown channel config 0x%02x\n", eaac.channel_config);
goto fail; /* fail with unknown values just in case */
}
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(eaac.channels,eaac.loop_flag);
if (!vgmstream) goto fail;
vgmstream->sample_rate = eaac.sample_rate;
vgmstream->num_samples = eaac.num_samples;
vgmstream->loop_start_sample = eaac.loop_start;
vgmstream->loop_end_sample = eaac.loop_end;
vgmstream->meta_type = meta_type;
/* EA decoder list and known internal FourCCs */
switch(eaac.codec) {
case EAAC_CODEC_PCM: /* "P6B0": PCM16BE [NBA Jam (Wii)] */
vgmstream->coding_type = coding_PCM16_int;
vgmstream->codec_endian = 1;
vgmstream->layout_type = layout_blocked_ea_sns;
break;
#ifdef VGM_USE_FFMPEG
case EAAC_CODEC_EAXMA: { /* "EXm0": EA-XMA [Dante's Inferno (X360)] */
uint8_t buf[0x100];
int bytes, block_size, block_count;
size_t stream_size, virtual_size;
ffmpeg_custom_config cfg = {0};
stream_size = get_streamfile_size(streamData) - eaac.stream_offset; //todo not correct for banks
virtual_size = ffmpeg_get_eaxma_virtual_size(vgmstream->channels, eaac.streamed, eaac.stream_offset,stream_size, streamData);
block_size = 0x10000; /* todo unused and not correctly done by the parser */
block_count = stream_size / block_size + (stream_size % block_size ? 1 : 0);
bytes = ffmpeg_make_riff_xma2(buf, 0x100, vgmstream->num_samples, virtual_size, vgmstream->channels, vgmstream->sample_rate, block_count, block_size);
if (bytes <= 0) goto fail;
cfg.type = FFMPEG_EA_XMA;
cfg.virtual_size = virtual_size;
cfg.channels = vgmstream->channels;
vgmstream->codec_data = init_ffmpeg_config(streamData, buf,bytes, eaac.stream_offset,stream_size, &cfg);
if (!vgmstream->codec_data) goto fail;
vgmstream->coding_type = coding_FFmpeg;
vgmstream->layout_type = layout_none;
break;
}
#endif
case EAAC_CODEC_XAS: /* "Xas1": EA-XAS [Dead Space (PC/PS3)] */
vgmstream->coding_type = coding_EA_XAS;
vgmstream->layout_type = layout_blocked_ea_sns;
break;
#ifdef VGM_USE_MPEG
case EAAC_CODEC_EALAYER3_V1: /* "EL31": EALayer3 v1 [Need for Speed: Hot Pursuit (PS3)] */
case EAAC_CODEC_EALAYER3_V2_PCM: /* "L32P": EALayer3 v2 "PCM" [Battlefield 1943 (PS3)] */
case EAAC_CODEC_EALAYER3_V2_SPIKE: { /* "L32S": EALayer3 v2 "Spike" [Dante's Inferno (PS3)] */
mpeg_custom_config cfg = {0};
mpeg_custom_t type = (eaac.codec == 0x05 ? MPEG_EAL31b : (eaac.codec == 0x06) ? MPEG_EAL32P : MPEG_EAL32S);
/* EALayer3 needs custom IO that removes blocks on reads to fix some edge cases in L32P
* and to properly apply discard modes (see ealayer3 decoder)
* (otherwise, and after removing discard code, it'd work with layout_blocked_ea_sns) */
start_offset = 0x00; /* must point to the custom streamfile's beginning */
if (eaac.loop_start > 0) { /* special (if hacky) loop handling, see comments */
segmented_layout_data *data = build_segmented_eaaudiocore_looping(streamData, &eaac);
if (!data) goto fail;
vgmstream->layout_data = data;
vgmstream->coding_type = data->segments[0]->coding_type;
vgmstream->layout_type = layout_segmented;
}
else {
temp_streamFile = setup_eaac_streamfile(streamData, eaac.version, eaac.codec, eaac.streamed, eaac.stream_offset,0);
if (!temp_streamFile) goto fail;
vgmstream->codec_data = init_mpeg_custom(temp_streamFile, start_offset, &vgmstream->coding_type, vgmstream->channels, type, &cfg);
if (!vgmstream->codec_data) goto fail;
vgmstream->layout_type = layout_none;
}
break;
}
#endif
case EAAC_CODEC_DSP: /* "Gca0"?: DSP [Need for Speed: Nitro (Wii) sfx] */
vgmstream->coding_type = coding_NGC_DSP;
vgmstream->layout_type = layout_blocked_ea_sns;
/* DSP coefs are read in the blocks */
break;
#ifdef VGM_USE_ATRAC9
case EAAC_CODEC_EATRAX: { /* EATrax (unknown FourCC) [Need for Speed: Most Wanted (Vita)] */
atrac9_config cfg = {0};
2018-03-31 20:10:57 +02:00
size_t total_size;
/* EATrax is "buffered" ATRAC9, uses custom IO since it's kind of complex to add to the decoder */
start_offset = 0x00; /* must point to the custom streamfile's beginning */
cfg.channels = eaac.channels;
cfg.config_data = read_32bitBE(header_offset + 0x08,streamHead);
2018-03-31 20:10:57 +02:00
/* 0x10: frame size? (same as config data?) */
total_size = read_32bitLE(header_offset + 0x0c,streamHead); /* actual data size without blocks, LE b/c why make sense */
vgmstream->codec_data = init_atrac9(&cfg);
if (!vgmstream->codec_data) goto fail;
vgmstream->coding_type = coding_ATRAC9;
2018-03-31 20:10:57 +02:00
vgmstream->layout_type = layout_none;
temp_streamFile = setup_eaac_streamfile(streamData, eaac.version, eaac.codec, eaac.streamed, eaac.stream_offset, total_size);
2018-03-31 20:10:57 +02:00
if (!temp_streamFile) goto fail;
break;
}
#endif
case EAAC_CODEC_EASPEEX: /* EASpeex (libspeex variant, base versions vary: 1.0.5, 1.2beta3) */
/* TODO */
case EAAC_CODEC_EAOPUS: /* EAOpus (inside each SNS/SPS block is 16b frame size + standard? Opus packet) */
/* TODO */
default:
VGM_LOG("EA EAAC: unknown codec 0x%02x\n", eaac.codec);
goto fail;
}
2018-03-31 20:10:57 +02:00
if (!vgmstream_open_stream(vgmstream,temp_streamFile ? temp_streamFile : streamData,start_offset))
goto fail;
if (vgmstream->layout_type == layout_blocked_ea_sns)
block_update_ea_sns(start_offset, vgmstream);
close_streamfile(temp_streamFile);
return vgmstream;
fail:
2018-03-31 20:10:57 +02:00
close_streamfile(temp_streamFile);
close_vgmstream(vgmstream);
return NULL;
}
2018-07-21 22:09:44 +02:00
static size_t get_snr_size(STREAMFILE *streamFile, off_t offset) {
switch (read_8bit(offset + 0x04, streamFile) >> 4 & 0x0F) { /* flags */
case EAAC_FLAG_LOOPED | EAAC_FLAG_STREAMED: return 0x10;
case EAAC_FLAG_LOOPED: return 0x0C;
default: return 0x08;
2018-07-21 22:09:44 +02:00
}
}
/* Actual looping uses 2 block sections, separated by a block end flag *and* padded.
*
* We use the segmented layout, since the eaac_streamfile doesn't handle padding properly ATM
* (getting EALayer3 frame sizes + skip sizes can be fairly involved), plus seems likely
* that after a block end the decoder needs to be reset (not possible from a streamfile).
*
* Or could fix the blocked_layout+L32P bug, though that involves a lot of rewrites.
* So this is the simplest, surest way ATM (if very ugly). */
// todo consider better ways to handle this once more looped files for other codecs are found
static segmented_layout_data* build_segmented_eaaudiocore_looping(STREAMFILE *streamData, eaac_header *eaac) {
segmented_layout_data *data = NULL;
STREAMFILE* temp_streamFile[2] = {0};
off_t offsets[2] = { eaac->stream_offset, eaac->loop_offset };
off_t sizes[2] = { eaac->stream_offset + eaac->loop_offset, 0}; /* 0 = let streamfile guess */
int num_samples[2] = { eaac->loop_start, eaac->num_samples - eaac->loop_start};
int segment_count = 2; /* intro/loop */
int i;
/* init layout */
data = init_layout_segmented(segment_count);
if (!data) goto fail;
for (i = 0; i < segment_count; i++) {
temp_streamFile[i] = setup_eaac_streamfile(streamData, eaac->version,eaac->codec,eaac->streamed, offsets[i], sizes[i]);
if (!temp_streamFile[i]) goto fail;
data->segments[i] = allocate_vgmstream(eaac->channels, 0);
if (!data->segments[i]) goto fail;
data->segments[i]->sample_rate = eaac->sample_rate;
data->segments[i]->num_samples = num_samples[i];
//data->segments[i]->meta_type = eaac->meta_type; /* bleh */
switch(eaac->codec) {
#ifdef VGM_USE_MPEG
case EAAC_CODEC_EALAYER3_V1:
case EAAC_CODEC_EALAYER3_V2_PCM:
case EAAC_CODEC_EALAYER3_V2_SPIKE: {
mpeg_custom_config cfg = {0};
mpeg_custom_t type = (eaac->codec == 0x05 ? MPEG_EAL31b : (eaac->codec == 0x06) ? MPEG_EAL32P : MPEG_EAL32S);
data->segments[i]->codec_data = init_mpeg_custom(temp_streamFile[i], 0x00, &data->segments[i]->coding_type, eaac->channels, type, &cfg);
if (!data->segments[i]->codec_data) goto fail;
data->segments[i]->layout_type = layout_none;
break;
}
#endif
default:
goto fail;
}
if (!vgmstream_open_stream(data->segments[i],temp_streamFile[i],0x00))
goto fail;
}
/* setup segmented VGMSTREAMs */
if (!setup_layout_segmented(data))
goto fail;
data->loop_segment = 1;
return data;
fail:
for (i = 0; i < segment_count; i++)
close_streamfile(temp_streamFile[i]);
free_layout_segmented(data);
return NULL;
}