Improve BNSF looping

This commit is contained in:
bnnm 2018-09-22 16:11:39 +02:00
parent e411916a5e
commit 00370a813d

View File

@ -2,17 +2,18 @@
#include "../coding/coding.h"
#include "../util.h"
/* BNSF - Namco Bandai's Bandai Namco Sound Format/File */
/* BNSF - Namco Bandai's Bandai Namco Sound Format/File [Tales of Graces (Wii), Tales of Berseria (PS4)] */
VGMSTREAM * init_vgmstream_bnsf(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
off_t start_offset = 0, first_offset = 0x0C;
int loop_flag = 0, channel_count = 0;
int sample_rate, num_samples, loop_start = 0, loop_end = 0, block_size;
int loop_flag = 0, channel_count = 0, sample_rate;
int num_samples, loop_start = 0, loop_end = 0, loop_adjust, block_samples;
uint32_t codec, subcodec = 0;
size_t sdat_size;
size_t bnsf_size, sdat_size, block_size;
off_t loop_chunk = 0, sfmt_chunk, sdat_chunk;
/* checks */
if (!check_extensions(streamFile,"bnsf"))
goto fail;
if (read_32bitBE(0,streamFile) != 0x424E5346) /* "BNSF" */
@ -20,8 +21,9 @@ VGMSTREAM * init_vgmstream_bnsf(STREAMFILE *streamFile) {
codec = read_32bitBE(0x08,streamFile);
/* check RIFF size (for siren22 it's full size) */
if (read_32bitBE(0x04,streamFile) + (codec == 0x49533232 ? 0 : 8) != get_streamfile_size(streamFile))
/* check file size (siren22 uses full size) */
bnsf_size = read_32bitBE(0x04,streamFile);
if (bnsf_size + (codec == 0x49533232 ? 0x00 : 0x08) != get_streamfile_size(streamFile))
goto fail;
if (!find_chunk_be(streamFile, 0x73666d74,first_offset,0, &sfmt_chunk,NULL)) /* "sfmt" */
@ -30,21 +32,25 @@ VGMSTREAM * init_vgmstream_bnsf(STREAMFILE *streamFile) {
goto fail;
if ( find_chunk_be(streamFile, 0x6C6F6F70,first_offset,0, &loop_chunk,NULL)) { /* "loop" */
loop_flag = 1;
loop_start = read_32bitBE(loop_chunk+0x00, streamFile);
loop_end = read_32bitBE(loop_chunk+0x04,streamFile);
loop_start = read_32bitBE(loop_chunk+0x00, streamFile); /* block-aligned */
loop_end = read_32bitBE(loop_chunk+0x04,streamFile) + 1;
}
subcodec = read_16bitBE(sfmt_chunk+0x00,streamFile);
subcodec = read_16bitBE(sfmt_chunk+0x00,streamFile);
channel_count = read_16bitBE(sfmt_chunk+0x02,streamFile);
sample_rate = read_32bitBE(sfmt_chunk+0x04,streamFile);
num_samples = read_32bitBE(sfmt_chunk+0x08,streamFile);
/* 0x0c: some kind of sample count (skip?), can be 0 when no loops */
block_size = read_16bitBE(sfmt_chunk+0x10,streamFile);
//block_samples = read_16bitBE(sfmt_chunk+0x12,streamFile);
/* max_samples = sdat_size/block_size*block_samples //num_samples is smaller */
sample_rate = read_32bitBE(sfmt_chunk+0x04,streamFile);
num_samples = read_32bitBE(sfmt_chunk+0x08,streamFile);
loop_adjust = read_32bitBE(sfmt_chunk+0x0c,streamFile); /* 0 if no looping */
block_size = read_16bitBE(sfmt_chunk+0x10,streamFile);
block_samples = read_16bitBE(sfmt_chunk+0x12,streamFile);
//max_samples = sdat_size / block_size * block_samples /* num_samples is smaller */
start_offset = sdat_chunk;
/* without adjust some files have a small pop when looping */
if (loop_adjust >= block_samples)
goto fail; /* shouldn't happen, plus decoder can't handle it */
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count,loop_flag);
@ -52,15 +58,15 @@ VGMSTREAM * init_vgmstream_bnsf(STREAMFILE *streamFile) {
vgmstream->sample_rate = sample_rate;
vgmstream->num_samples = num_samples;
vgmstream->loop_start_sample = loop_start;
vgmstream->loop_start_sample = loop_start + loop_adjust;
vgmstream->loop_end_sample = loop_end;
vgmstream->meta_type = meta_BNSF;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = block_size/channel_count;
/* some IS14 voice files have 0x02 (Tales of Zestiria, The Idolm@ster 2); data looks normal and silent
* frames decode ok but rest fails, must be some subtle decoding variation (not encryption) */
/* Late IS14 voice/ambient files use subcodec 0x02 [Tales of Zestiria (PS3/PC), The Idolm@ster 2 (PS3)].
* Bitstream looks modified (most noticeable in silent frames), probably not encrypted, still 1ch frames */
if (subcodec != 0)
goto fail;