vgmstream/src/coding/psx_decoder.c

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#include "coding.h"
/* PS-ADPCM table, defined as rational numbers (as in the spec) */
static const double ps_adpcm_coefs_f[5][2] = {
{ 0.0 , 0.0 },
{ 60.0 / 64.0 , 0.0 },
{ 115.0 / 64.0 , -52.0 / 64.0 },
{ 98.0 / 64.0 , -55.0 / 64.0 },
{ 122.0 / 64.0 , -60.0 / 64.0 },
};
/* PS-ADPCM table, defined as spec_coef*64 (for int implementations) */
static const int ps_adpcm_coefs_i[5][2] = {
{ 0 , 0 },
{ 60 , 0 },
{ 115 , -52 },
{ 98 , -55 },
{ 122 , -60 },
#if 0
/* extended table from PPSSPP (PSP emu), found by tests (unused?) */
{ 0 , 0 },
{ 0 , 0 },
{ 52 , 0 },
{ 55 , -2 },
{ 60 ,-125 },
{ 0 , 0 },
{ 0 , -91 },
{ 0 , 0 },
{ 2 ,-216 },
{ 125 , -6 },
{ 0 ,-151 },
#endif
};
/* Decodes Sony's PS-ADPCM (sometimes called SPU-ADPCM or VAG, just "ADPCM" in the SDK docs).
* Very similar to XA ADPCM (see xa_decoder for extended info).
*
* Some official PC tools decode using float coefs (from the spec), as does this code, but
* consoles/games/libs would vary (PS1 could do it in hardware using BRR/XA's logic, FMOD/PS3
* may use int math in software, etc). There are inaudible rounding diffs between implementations.
*/
2017-05-01 16:58:33 +02:00
/* standard PS-ADPCM (float math version) */
void decode_psx(VGMSTREAMCHANNEL * stream, sample * outbuf, int channelspacing, int32_t first_sample, int32_t samples_to_do, int is_badflags) {
off_t frame_offset;
int i, frames_in, sample_count = 0;
size_t bytes_per_frame, samples_per_frame;
uint8_t coef_index, shift_factor, flag;
int32_t hist1 = stream->adpcm_history1_32;
int32_t hist2 = stream->adpcm_history2_32;
/* external interleave (fixed size), mono */
bytes_per_frame = 0x10;
samples_per_frame = (bytes_per_frame - 0x02) * 2; /* always 28 */
frames_in = first_sample / samples_per_frame;
first_sample = first_sample % samples_per_frame;
/* parse frame header */
frame_offset = stream->offset + bytes_per_frame*frames_in;
coef_index = ((uint8_t)read_8bit(frame_offset+0x00,stream->streamfile) >> 4) & 0xf;
shift_factor = ((uint8_t)read_8bit(frame_offset+0x00,stream->streamfile) >> 0) & 0xf;
flag = (uint8_t)read_8bit(frame_offset+0x01,stream->streamfile); /* only lower nibble needed */
VGM_ASSERT_ONCE(coef_index > 5 || shift_factor > 12, "PS-ADPCM: incorrect coefs/shift at %lx\n", frame_offset);
if (coef_index > 5) /* needed by inFamous (PS3) (maybe it's supposed to use more filters?) */
coef_index = 0; /* upper filters aren't used in PS1/PS2, maybe in PSP/PS3? */
if (shift_factor > 12)
shift_factor = 9; /* supposedly, from Nocash PSX docs */
if (is_badflags) /* some games store garbage or extra internal logic in the flags, must be ignored */
flag = 0;
VGM_ASSERT_ONCE(flag > 7,"PS-ADPCM: unknown flag at %lx\n", frame_offset); /* meta should set PSX-badflags */
/* decode nibbles */
for (i = first_sample; i < first_sample + samples_to_do; i++) {
int32_t new_sample = 0;
if (flag < 0x07) { /* with flag 0x07 decoded sample must be 0 */
uint8_t nibbles = (uint8_t)read_8bit(frame_offset+0x02+i/2,stream->streamfile);
new_sample = i&1 ? /* low nibble first */
(nibbles >> 4) & 0x0f :
(nibbles >> 0) & 0x0f;
new_sample = (int16_t)((new_sample << 12) & 0xf000) >> shift_factor; /* 16b sign extend + scale */
new_sample = (int)(new_sample + ps_adpcm_coefs_f[coef_index][0]*hist1 + ps_adpcm_coefs_f[coef_index][1]*hist2);
new_sample = clamp16(new_sample);
}
outbuf[sample_count] = new_sample;
sample_count += channelspacing;
hist2 = hist1;
hist1 = new_sample;
}
stream->adpcm_history1_32 = hist1;
stream->adpcm_history2_32 = hist2;
}
/* PS-ADPCM with configurable frame size and no flag (int math version).
* Found in some PC/PS3 games (FF XI in sizes 3/5/9/41, Afrika in size 4, Blur/James Bond in size 33, etc).
*
* Uses int math to decode, which seems more likely (based on FF XI PC's code in Moogle Toolbox). */
void decode_psx_configurable(VGMSTREAMCHANNEL * stream, sample * outbuf, int channelspacing, int32_t first_sample, int32_t samples_to_do, int frame_size) {
off_t frame_offset;
int i, frames_in, sample_count = 0;
size_t bytes_per_frame, samples_per_frame;
uint8_t coef_index, shift_factor;
int32_t hist1 = stream->adpcm_history1_32;
int32_t hist2 = stream->adpcm_history2_32;
/* external interleave (variable size), mono */
bytes_per_frame = frame_size;
samples_per_frame = (bytes_per_frame - 0x01) * 2; /* always 28 */
frames_in = first_sample / samples_per_frame;
first_sample = first_sample % samples_per_frame;
/* parse frame header */
frame_offset = stream->offset + bytes_per_frame*frames_in;
coef_index = ((uint8_t)read_8bit(frame_offset+0x00,stream->streamfile) >> 4) & 0xf;
shift_factor = ((uint8_t)read_8bit(frame_offset+0x00,stream->streamfile) >> 0) & 0xf;
VGM_ASSERT_ONCE(coef_index > 5 || shift_factor > 12, "PS-ADPCM: incorrect coefs/shift at %lx\n", frame_offset);
if (coef_index > 5) /* needed by Afrika (PS3) (maybe it's supposed to use more filters?) */
coef_index = 0; /* upper filters aren't used in PS1/PS2, maybe in PSP/PS3? */
if (shift_factor > 12)
shift_factor = 9; /* supposedly, from Nocash PSX docs */
/* decode nibbles */
for (i = first_sample; i < first_sample + samples_to_do; i++) {
int32_t new_sample = 0;
uint8_t nibbles = (uint8_t)read_8bit(frame_offset+0x01+i/2,stream->streamfile);
new_sample = i&1 ? /* low nibble first */
(nibbles >> 4) & 0x0f :
(nibbles >> 0) & 0x0f;
new_sample = (int16_t)((new_sample << 12) & 0xf000) >> shift_factor; /* 16b sign extend + scale */
new_sample = new_sample + ((ps_adpcm_coefs_i[coef_index][0]*hist1 + ps_adpcm_coefs_i[coef_index][1]*hist2) >> 6);
new_sample = clamp16(new_sample);
outbuf[sample_count] = new_sample;
sample_count += channelspacing;
hist2 = hist1;
hist1 = new_sample;
}
stream->adpcm_history1_32 = hist1;
stream->adpcm_history2_32 = hist2;
}
/* Find loop samples in PS-ADPCM data and return if the file loops.
*
* PS-ADPCM/VAG has optional bit flags that control looping in the SPU.
* Possible combinations (as usually defined in Sony's docs):
* - 0x0 (0000): Normal decode
* - 0x1 (0001): End marker (last frame)
* - 0x2 (0010): Loop region (marks files that *may* have loop flags somewhere)
* - 0x3 (0011): Loop end (jump to loop address)
* - 0x4 (0100): Start marker
* - 0x5 (0101): Same as 0x07? Extremely rare [Blood Omen: Legacy of Kain (PS1)]
* - 0x6 (0110): Loop start (save loop address)
* - 0x7 (0111): End marker and don't decode
* - 0x8+(1NNN): Not valid
*/
static int ps_find_loop_offsets_internal(STREAMFILE *streamFile, off_t start_offset, size_t data_size, int channels, size_t interleave, int32_t * out_loop_start, int32_t * out_loop_end, int config) {
int num_samples = 0, loop_start = 0, loop_end = 0;
int loop_start_found = 0, loop_end_found = 0;
off_t offset = start_offset;
off_t max_offset = start_offset + data_size;
size_t interleave_consumed = 0;
int detect_full_loops = config & 1;
while (offset < max_offset) {
uint8_t flag = (uint8_t)read_8bit(offset+0x01,streamFile) & 0x0F; /* lower nibble only (for HEVAG) */
/* theoretically possible and would use last 0x06 */
VGM_ASSERT_ONCE(loop_start_found && flag == 0x06, "PS LOOPS: multiple loop start found at %lx\n", offset);
if (flag == 0x06 && !loop_start_found) {
loop_start = num_samples; /* loop start before this frame */
loop_start_found = 1;
}
if (flag == 0x03 && !loop_end) {
loop_end = num_samples + 28; /* loop end after this frame */
loop_end_found = 1;
/* ignore strange case in Commandos (PS2), has many loop starts and ends */
if (channels == 1
&& offset + 0x10 < max_offset
&& ((uint8_t)read_8bit(offset+0x11,streamFile) & 0x0F) == 0x06) {
loop_end = 0;
loop_end_found = 0;
}
if (loop_start_found && loop_end_found)
break;
}
/* hack for some games that don't have loop points but do full loops,
* if there is a "partial" 0x07 end flag pretend it wants to loop
* (sometimes this will loop non-looping tracks, and won't loop all repeating files) */
if (flag == 0x01 && detect_full_loops) {
static const uint8_t eof1[0x10] = {0x00,0x07,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77}; /* common */
static const uint8_t eof2[0x10] = {0x00,0x07,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00};
//static const uint8_t eofx[0x10] = {0x07,0x00,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77}; /* sometimes loops */
//static const uint8_t eofx[0x10] = {0xNN,0x07,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}; /* sometimes loops */
uint8_t buf[0x10];
int read = read_streamfile(buf,offset+0x10,0x10,streamFile);
if (read > 0
/* also test some extra stuff */
&& buf[0] != 0x00 /* skip padding */
&& buf[0] != 0x0c
&& buf[0] != 0x3c /* skip Ecco the Dolphin (PS2), Ratchet & Clank 2 (PS2), lame hack */
) {
/* assume full loop if there isn't an EOF tag after current frame */
if (memcmp(buf,eof1,0x10) != 0 && memcmp(buf,eof2,0x10) != 0) {
loop_start = 28; /* skip first frame as it's null in PS-ADPCM */
loop_end = num_samples + 28; /* loop end after this frame */
loop_start_found = 1;
loop_end_found = 1;
//;VGM_LOG("PS LOOPS: full loop found\n");
break;
}
}
}
num_samples += 28;
offset += 0x10;
/* skip other channels */
interleave_consumed += 0x10;
if (interleave_consumed == interleave) {
interleave_consumed = 0;
offset += interleave*(channels - 1);
}
}
VGM_ASSERT(loop_start_found && !loop_end_found, "PS LOOPS: found loop start but not loop end\n");
VGM_ASSERT(loop_end_found && !loop_start_found, "PS LOOPS: found loop end but not loop start\n");
//;VGM_LOG("PS LOOPS: start=%i, end=%i\n", loop_start, loop_end);
/* From Sony's docs: if only loop_end is set loop back to "phoneme region start", but in practice doesn't */
if (loop_start_found && loop_end_found) {
*out_loop_start = loop_start;
*out_loop_end = loop_end;
return 1;
}
return 0; /* no loop */
}
int ps_find_loop_offsets(STREAMFILE *streamFile, off_t start_offset, size_t data_size, int channels, size_t interleave, int32_t * out_loop_start, int32_t * out_loop_end) {
return ps_find_loop_offsets_internal(streamFile, start_offset, data_size, channels, interleave, out_loop_start, out_loop_end, 0);
}
int ps_find_loop_offsets_full(STREAMFILE *streamFile, off_t start_offset, size_t data_size, int channels, size_t interleave, int32_t * out_loop_start, int32_t * out_loop_end) {
return ps_find_loop_offsets_internal(streamFile, start_offset, data_size, channels, interleave, out_loop_start, out_loop_end, 1);
}
size_t ps_bytes_to_samples(size_t bytes, int channels) {
return bytes / channels / 0x10 * 28;
}
size_t ps_cfg_bytes_to_samples(size_t bytes, size_t frame_size, int channels) {
return bytes / channels / frame_size * 28;
}