HLWAV: Reworked the parser, removed fake "hlwav" extension

This commit is contained in:
NicknineTheEagle 2019-11-18 20:49:04 +03:00
parent 68f1184da7
commit 1b3ad0af47
5 changed files with 75 additions and 71 deletions

View File

@ -191,7 +191,6 @@ static const char* extension_list[] = {
"hdr", "hdr",
"hgc1", "hgc1",
"his", "his",
"hlwav",
"hps", "hps",
"hsf", "hsf",
"hx2", "hx2",
@ -1028,7 +1027,7 @@ static const meta_info meta_info_list[] = {
{meta_EXAKT_SC, "assumed Activision / EXAKT SC by extension"}, {meta_EXAKT_SC, "assumed Activision / EXAKT SC by extension"},
{meta_WII_BNS, "Nintendo BNS header"}, {meta_WII_BNS, "Nintendo BNS header"},
{meta_WII_WAS, "Sumo Digital iSWS header"}, {meta_WII_WAS, "Sumo Digital iSWS header"},
{meta_XBOX_HLWAV, "Half Life 2 bgm header"}, {meta_XBOX_HLWAV, "Half-Life 2 .WAV header"},
{meta_MYSPD, "U-Sing .MYSPD header"}, {meta_MYSPD, "U-Sing .MYSPD header"},
{meta_HIS, "Her Interactive HIS header"}, {meta_HIS, "Her Interactive HIS header"},
{meta_PS2_AST, "KOEI AST header"}, {meta_PS2_AST, "KOEI AST header"},

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@ -512,7 +512,6 @@
<ClCompile Include="meta\wwise.c" /> <ClCompile Include="meta\wwise.c" />
<ClCompile Include="meta\xau.c" /> <ClCompile Include="meta\xau.c" />
<ClCompile Include="meta\xavs.c" /> <ClCompile Include="meta\xavs.c" />
<ClCompile Include="meta\xbox_hlwav.c" />
<ClCompile Include="meta\xbox_ims.c" /> <ClCompile Include="meta\xbox_ims.c" />
<ClCompile Include="meta\raw_wavm.c" /> <ClCompile Include="meta\raw_wavm.c" />
<ClCompile Include="meta\xmu.c" /> <ClCompile Include="meta\xmu.c" />

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@ -1072,9 +1072,6 @@
<ClCompile Include="meta\xavs.c"> <ClCompile Include="meta\xavs.c">
<Filter>meta\Source Files</Filter> <Filter>meta\Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="meta\xbox_hlwav.c">
<Filter>meta\Source Files</Filter>
</ClCompile>
<ClCompile Include="meta\xbox_ims.c"> <ClCompile Include="meta\xbox_ims.c">
<Filter>meta\Source Files</Filter> <Filter>meta\Source Files</Filter>
</ClCompile> </ClCompile>

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@ -1,64 +0,0 @@
#include "meta.h"
#include "../util.h"
/* HLWAV (from Half Life 2 [XBOX]) */
VGMSTREAM * init_vgmstream_xbox_hlwav(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
char filename[PATH_LIMIT];
off_t start_offset;
int loop_flag;
int channel_count;
/* check extension, case insensitive */
streamFile->get_name(streamFile,filename,sizeof(filename));
if (strcasecmp("hlwav",filename_extension(filename))) goto fail;
/* check header and size */
if ((read_32bitBE(0x00,streamFile) != 0x14000000)) goto fail;
if (((read_32bitLE(0x4,streamFile) + (read_32bitLE(0x8,streamFile))) != get_streamfile_size(streamFile))) goto fail;
loop_flag = (read_32bitLE(0xC,streamFile)!= 0xFFFFFFFF);
channel_count = 2;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count,loop_flag);
if (!vgmstream) goto fail;
/* fill in the vital statistics */
start_offset = read_32bitLE(0x8,streamFile);
vgmstream->channels = channel_count;
vgmstream->sample_rate = 22050;
vgmstream->coding_type = coding_PCM16LE;
vgmstream->num_samples = read_32bitLE(0x4,streamFile)/2/channel_count;
if (loop_flag) {
vgmstream->loop_start_sample = read_32bitLE(0x4,streamFile)/2/channel_count;
vgmstream->loop_end_sample = read_32bitLE(0xC,streamFile)/2/channel_count;
}
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = 0x2;
vgmstream->meta_type = meta_XBOX_HLWAV;
/* open the file for reading */
{
int i;
STREAMFILE * file;
file = streamFile->open(streamFile,filename,STREAMFILE_DEFAULT_BUFFER_SIZE);
if (!file) goto fail;
for (i=0;i<channel_count;i++) {
vgmstream->ch[i].streamfile = file;
vgmstream->ch[i].channel_start_offset=
vgmstream->ch[i].offset=start_offset+
vgmstream->interleave_block_size*i;
}
}
return vgmstream;
/* clean up anything we may have opened */
fail:
if (vgmstream) close_vgmstream(vgmstream);
return NULL;
}

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@ -1,7 +1,80 @@
#include "meta.h" #include "meta.h"
#include "../coding/coding.h" #include "../coding/coding.h"
/* .360.WAV, .PS3.WAV - from Valve games running on Source Engine */ /* .WAV - from Half-Life 2 (Xbox) */
VGMSTREAM *init_vgmstream_xbox_hlwav(STREAMFILE *streamFile) {
VGMSTREAM *vgmstream = NULL;
uint32_t header_size, data_size, start_offset, sample_rate;
int32_t loop_start;
uint8_t format, freq_mode, channels;
int loop_flag;
/* checks */
if (!check_extensions(streamFile, "wav,lwav"))
goto fail;
/* check header and size */
header_size = read_u32le(0x00, streamFile);
if (header_size != 0x14)
goto fail;
data_size = read_u32le(0x04, streamFile);
start_offset = read_u32le(0x08, streamFile);
if (data_size != get_streamfile_size(streamFile) - start_offset)
goto fail;
loop_start = read_s32le(0x0c, streamFile);
format = read_u8(0x12, streamFile);
freq_mode = read_u8(0x13, streamFile) & 0x0F;
channels = (read_u8(0x13, streamFile) >> 4) & 0x0F;
switch (freq_mode) {
case 0x00: sample_rate = 11025; break;
case 0x01: sample_rate = 22050; break;
case 0x02: sample_rate = 44100; break;
default: goto fail;
}
loop_flag = (loop_start != -1);
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channels, loop_flag);
if (!vgmstream) goto fail;
/* fill in the vital statistics */
vgmstream->meta_type = meta_XBOX_HLWAV;
vgmstream->channels = channels;
vgmstream->sample_rate = sample_rate;
vgmstream->loop_start_sample = loop_start;
switch (format) {
case 0x00: /* PCM */
vgmstream->coding_type = coding_PCM16LE;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = 0x02;
vgmstream->num_samples = pcm_bytes_to_samples(data_size, channels, 16);
vgmstream->loop_end_sample = vgmstream->num_samples; /* always loops from the end */
break;
case 0x01: /* XBOX ADPCM */
vgmstream->coding_type = coding_XBOX_IMA;
vgmstream->layout_type = layout_none;
vgmstream->num_samples = xbox_ima_bytes_to_samples(data_size, channels);
vgmstream->loop_end_sample = vgmstream->num_samples;
break;
default:
goto fail;
}
if (!vgmstream_open_stream(vgmstream, streamFile, start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}
/* .360.WAV, .PS3.WAV - from Valve games running on Source Engine, evolution of Xbox .WAV format */
/* [The Orange Box (X360), Portal 2 (PS3/X360), Counter-Strike: Global Offensive (PS3/X360)] */ /* [The Orange Box (X360), Portal 2 (PS3/X360), Counter-Strike: Global Offensive (PS3/X360)] */
VGMSTREAM* init_vgmstream_xmv_valve(STREAMFILE* streamFile) { VGMSTREAM* init_vgmstream_xmv_valve(STREAMFILE* streamFile) {
VGMSTREAM* vgmstream = NULL; VGMSTREAM* vgmstream = NULL;