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misc
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@ -10,7 +10,7 @@ Some of vgmstream's features:
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- subsongs, playing a format's multiple internal songs separately
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- subsongs, playing a format's multiple internal songs separately
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- many types of companion files (data split in multiple files) and custom containers
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- many types of companion files (data split in multiple files) and custom containers
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- encryption keys, internal stream names, and many other unusual cases found in game audio
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- encryption keys, internal stream names, and many other unusual cases found in game audio
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- TXTH function, to support extra formats (including raw audio in many forms)
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- TXTH function, to add external support for extra formats (including raw audio in many forms)
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- TXTP function, for real-time and per-file config (like forced looping, removing
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- TXTP function, for real-time and per-file config (like forced looping, removing
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channels, playing certain subsong, or fusing together multiple files as a single one)
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channels, playing certain subsong, or fusing together multiple files as a single one)
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- simple external tagging via .m3u files
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- simple external tagging via .m3u files
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@ -148,7 +148,7 @@ as explained below, but often will use default values. Accepted codec strings:
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# * For later Konami rhythm games
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# * For later Konami rhythm games
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# - AAC Advanced Audio Coding (raw without .mp4)
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# - AAC Advanced Audio Coding (raw without .mp4)
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# * For some 3DS games and many iOS games
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# * For some 3DS games and many iOS games
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# * Should set skip_samples (around 1024 but varies)
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# * Should set skip_samples (typically 1024 but varies, 2112 is also common)
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# - TGC Tiger Game.com 4-bit ADPCM
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# - TGC Tiger Game.com 4-bit ADPCM
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# * For Tiger Game.com
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# * For Tiger Game.com
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# - ASF Argonaut ASF ADPCM
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# - ASF Argonaut ASF ADPCM
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@ -169,6 +169,7 @@
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<ClInclude Include="coding\tac_decoder_lib_ops.h" />
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<ClInclude Include="coding\tac_decoder_lib_ops.h" />
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<ClInclude Include="layout\layout.h" />
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<ClInclude Include="layout\layout.h" />
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<ClInclude Include="util\chunks.h" />
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<ClInclude Include="util\chunks.h" />
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<ClInclude Include="util\endian.h" />
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<ClInclude Include="util\log.h" />
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<ClInclude Include="util\log.h" />
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<ClInclude Include="util\m2_psb.h" />
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<ClInclude Include="util\m2_psb.h" />
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</ItemGroup>
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</ItemGroup>
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@ -305,6 +305,9 @@
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<ClInclude Include="util\chunks.h">
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<ClInclude Include="util\chunks.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="util\endian.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="util\log.h">
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<ClInclude Include="util\log.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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@ -2,6 +2,7 @@
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#include "../util.h"
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#include "../util.h"
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#include "../coding/coding.h"
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#include "../coding/coding.h"
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#include "../util/chunks.h"
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#include "../util/chunks.h"
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#include "../util/endian.h"
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/* Wwise uses a custom RIFF/RIFX header, non-standard enough that it's parsed it here.
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/* Wwise uses a custom RIFF/RIFX header, non-standard enough that it's parsed it here.
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@ -56,9 +57,6 @@ typedef struct {
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static int parse_wwise(STREAMFILE* sf, wwise_header* ww);
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static int parse_wwise(STREAMFILE* sf, wwise_header* ww);
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static int is_dsp_full_interleave(STREAMFILE* sf, wwise_header* ww, off_t coef_offset);
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static int is_dsp_full_interleave(STREAMFILE* sf, wwise_header* ww, off_t coef_offset);
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typedef uint32_t (*read_u32_t)(off_t, STREAMFILE*);
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typedef int32_t (*read_s32_t)(off_t, STREAMFILE*);
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typedef uint16_t (*read_u16_t)(off_t, STREAMFILE*);
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/* Wwise - Audiokinetic Wwise (WaveWorks Interactive Sound Engine) middleware */
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/* Wwise - Audiokinetic Wwise (WaveWorks Interactive Sound Engine) middleware */
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10
src/util/endian.h
Normal file
10
src/util/endian.h
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@ -0,0 +1,10 @@
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#ifndef _UTIL_ENDIAN_H
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#define _UTIL_ENDIAN_H
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#include "../streamfile.h"
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typedef uint32_t (*read_u32_t)(off_t, STREAMFILE*);
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typedef int32_t (*read_s32_t)(off_t, STREAMFILE*);
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typedef uint16_t (*read_u16_t)(off_t, STREAMFILE*);
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#endif
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