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Add Namco AAC (.naac) [Ace Combat: Assault Horizon Legacy (3DS)]
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bf41d53690
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@ -192,6 +192,7 @@ static const char* extension_list[] = {
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"mxst",
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"myspd",
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"naac",
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"ndp",
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"ngca",
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"nps",
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@ -265,7 +266,7 @@ static const char* extension_list[] = {
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"sl3",
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"sli",
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"smp",
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"smpl",
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"smpl", //fake extension (to be removed)
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"snd",
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"snds",
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"sng",
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@ -681,7 +682,7 @@ static const meta_info meta_info_list[] = {
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{meta_XBOX_WVS, "Metal Arms WVS Header (XBOX)"},
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{meta_NGC_WVS, "Metal Arms WVS Header (GameCube)"},
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{meta_XBOX_MATX, "assumed Matrix file by .matx extension"},
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{meta_DE2, "gurumin .de2 with embedded funky RIFF"},
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{meta_DE2, "Falcom DEC/DE2 RIFF header"},
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{meta_VS, "Men in Black VS Header"},
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{meta_DC_STR, "Sega Stream Asset Builder header"},
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{meta_DC_STR_V2, "variant of Sega Stream Asset Builder header"},
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@ -796,12 +797,12 @@ static const meta_info meta_info_list[] = {
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{meta_S14, "Namco .S14 raw header"},
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{meta_SSS, "Namco .SSS raw header"},
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{meta_PS2_GCM, "GCM 'MCG' Header"},
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{meta_PS2_SMPL, "Homura 'SMPL' Header"},
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{meta_PS2_SMPL, "Homura SMPL header"},
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{meta_PS2_MSA, "Psyvariar -Complete Edition- MSA header"},
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{meta_PC_SMP, "Ghostbusters .smp Header"},
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{meta_NGC_PDT, "PDT DSP header"},
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{meta_NGC_BO2, "Blood Omen 2 DSP header"},
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{meta_P3D, "Radical P3D Header"},
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{meta_P3D, "Radical P3D header"},
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{meta_PS2_TK1, "Tekken TK5STRM1 Header"},
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{meta_PS2_ADSC, "ADSC Header"},
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{meta_NGC_DSP_MPDS, "MPDS DSP header"},
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@ -900,6 +901,7 @@ static const meta_info meta_info_list[] = {
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{meta_PC_AL2, "Illwinter Game Design AL2 raw header"},
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{meta_PC_AST, "Capcom AST (PC) header"},
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{meta_UBI_SB, "Ubisoft SBx header"},
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{meta_NAAC, "Namco NAAC header"},
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#ifdef VGM_USE_VORBIS
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{meta_OGG_VORBIS, "Ogg Vorbis"},
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@ -514,6 +514,10 @@
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RelativePath=".\meta\myspd.c"
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>
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</File>
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<File
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RelativePath=".\meta\naac.c"
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>
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</File>
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<File
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RelativePath=".\meta\naomi_adpcm.c"
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>
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@ -259,6 +259,7 @@
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<ClCompile Include="meta\musc.c" />
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<ClCompile Include="meta\musx.c" />
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<ClCompile Include="meta\myspd.c" />
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<ClCompile Include="meta\naac.c" />
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<ClCompile Include="meta\naomi_adpcm.c" />
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<ClCompile Include="meta\naomi_spsd.c" />
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<ClCompile Include="meta\nds_hwas.c" />
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@ -295,6 +295,9 @@
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<ClCompile Include="meta\myspd.c">
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<Filter>meta\Source Files</Filter>
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</ClCompile>
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<ClCompile Include="meta\naac.c">
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<Filter>meta\Source Files</Filter>
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</ClCompile>
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<ClCompile Include="meta\naomi_adpcm.c">
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<Filter>meta\Source Files</Filter>
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</ClCompile>
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@ -687,6 +687,8 @@ VGMSTREAM * init_vgmstream_pc_al2(STREAMFILE * streamFile);
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VGMSTREAM * init_vgmstream_pc_ast(STREAMFILE * streamFile);
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VGMSTREAM * init_vgmstream_naac(STREAMFILE * streamFile);
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VGMSTREAM * init_vgmstream_ubi_sb(STREAMFILE * streamFile);
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#endif /*_META_H*/
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66
src/meta/naac.c
Normal file
66
src/meta/naac.c
Normal file
@ -0,0 +1,66 @@
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#include "meta.h"
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#include "../coding/coding.h"
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/* .NAAC - from Namco 3DS games (Ace Combat - Assault Horizon Legacy, Taiko no Tatsujin Don to Katsu no Jikuu Daibouken) */
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VGMSTREAM * init_vgmstream_naac(STREAMFILE *streamFile) {
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VGMSTREAM * vgmstream = NULL;
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off_t start_offset;
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int loop_flag, channel_count;
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size_t data_size;
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/* check extension */
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if ( !check_extensions(streamFile,"naac") )
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goto fail;
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/* check header */
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if (read_32bitBE(0x00,streamFile) != 0x41414320) /* "AAC " */
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goto fail;
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if (read_32bitLE(0x04,streamFile) != 0x01) /* version? */
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goto fail;
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start_offset = 0x1000;
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loop_flag = (read_32bitLE(0x18,streamFile) != 0);
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channel_count = read_32bitLE(0x08,streamFile);
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/* build the VGMSTREAM */
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vgmstream = allocate_vgmstream(channel_count,loop_flag);
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if (!vgmstream) goto fail;
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vgmstream->sample_rate = read_32bitLE(0x0c,streamFile);
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vgmstream->num_samples = read_32bitLE(0x10,streamFile); /* without skip_samples */
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vgmstream->loop_start_sample = read_32bitLE(0x14,streamFile); /* with skip_samples */
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vgmstream->loop_end_sample = read_32bitLE(0x18,streamFile);
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/* 0x1c: loop start offset, 0x20: loop end offset (within data) */
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data_size = read_32bitLE(0x24,streamFile);
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/* 0x28: unknown; 0x2c: table start offset?; 0x30: seek table (always 0xFD0, padded) */
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vgmstream->meta_type = meta_NAAC;
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#ifdef VGM_USE_FFMPEG
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{
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ffmpeg_codec_data *ffmpeg_data = NULL;
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ffmpeg_data = init_ffmpeg_offset(streamFile, start_offset,data_size);
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if (!ffmpeg_data) goto fail;
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vgmstream->codec_data = ffmpeg_data;
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vgmstream->coding_type = coding_FFmpeg;
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vgmstream->layout_type = layout_none;
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/* observed default, some files start without silence though seems correct when loop_start=0 */
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if (!ffmpeg_data->skipSamples) /* FFmpeg doesn't seem to use not report it */
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ffmpeg_set_skip_samples(ffmpeg_data, 1024);
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vgmstream->num_samples -= 1024;
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}
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#else
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goto fail;
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#endif
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/* open the file for reading */
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if ( !vgmstream_open_stream(vgmstream, streamFile, start_offset) )
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goto fail;
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return vgmstream;
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fail:
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close_vgmstream(vgmstream);
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return NULL;
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}
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@ -368,6 +368,7 @@ VGMSTREAM * (*init_vgmstream_fcns[])(STREAMFILE *streamFile) = {
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init_vgmstream_nsw_opus,
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init_vgmstream_pc_al2,
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init_vgmstream_pc_ast,
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init_vgmstream_naac,
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init_vgmstream_ubi_sb,
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init_vgmstream_txth, /* should go at the end (lower priority) */
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@ -239,7 +239,7 @@ typedef enum {
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layout_hwas_blocked,
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layout_ea_sns_blocked, /* newest Electronic Arts blocks, found in SNS/SNU/SPS/etc formats */
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layout_blocked_awc, /* Rockstar AWC */
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layout_blocked_vgs, /* Guitar Hero II */
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layout_blocked_vgs, /* Guitar Hero II (PS2) */
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/* otherwise odd */
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layout_acm, /* libacm layout */
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@ -627,6 +627,7 @@ typedef enum {
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meta_NSW_OPUS, /* Lego City Undercover (Switch) */
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meta_PC_AL2, /* Conquest of Elysium 3 (PC) */
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meta_PC_AST, /* Dead Rising (PC) */
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meta_NAAC, /* Namco AAC (3DS) */
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meta_UBI_SB, /* Ubisoft banks */
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#ifdef VGM_USE_VORBIS
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