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https://github.com/vgmstream/vgmstream.git
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commit
75f7115e28
21
doc/TXTH.md
21
doc/TXTH.md
@ -268,15 +268,16 @@ loop_end_sample = (value)|data_size
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Force loop on or off, as loop start/end may be defined but not used. If not set, by default it loops when loop_end_sample is defined and less than num_samples.
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Special values:
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- auto: tries to autodetect loop points for PS-ADPCM data using data loop flags.
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- `auto`: tries to autodetect loop points for PS-ADPCM data using data loop flags.
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Sometimes games give loop flags different meaning, so behavior can be tweaked by defining `loop_behavior` before `loop_flag`:
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- `default`: values 0 or 0xFFFF/0xFFFFFFFF (-1) disable looping, but not 0xFF (loop endlessly)
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- `negative`: values 0xFF/0xFFFF/0xFFFFFFFF (-1) enable looping
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- `positive`: values 0xFF/0xFFFF/0xFFFFFFFF (-1) disable looping
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- `inverted`: values not 0 disable looping
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```
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loop_negative = default|negative|positive
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loop_behavior = default|negative|positive|inverted
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loop_flag = (value)|auto
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```
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@ -414,12 +415,12 @@ Inside the table you define lines mapping a filename to a bunch of values, in th
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(filename1): (value)
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...
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# may put multiple comma-separated values, spaces are ok
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(filenameN) : (value1), (...) , (valueN)
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(filenameN) : (value1), (...) , (valueN) # inline comments too
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# put no name before the : to set default values
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: (value1), (...), (valueN)
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```
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Then I'll find your current file name, and you can then reference its numbers from the list as a `name_value` field, like `base_offset = name_value`, `start_offset = 0x1000 + name_value1`, `interleave = name_value5`, etc. `(filename)` can be with or without extension (like `bgm01.vag` or just `bgm01`), and if the file's name isn't found it'll use default values, and if those aren't defined you'll get 0 instead. Being "values" they can be use math or offsets too.
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Then I'll find your current file name, and you can then reference its numbers from the list as a `name_value` field, like `base_offset = name_value`, `start_offset = 0x1000 + name_value1`, `interleave = name_value5`, etc. `(filename)` can be with or without extension (like `bgm01.vag` or just `bgm01`), and if the file's name isn't found it'll use default values, and if those aren't defined you'll get 0 instead. Being "values" they can use math or offsets too (`bgm05: 5*0x010`).
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You can use wildcards to match multiple names too (it stops on first name that matches), and UTF-8 names should work, case insensitive even.
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```
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@ -428,11 +429,11 @@ bgm*_M: 1 # 1ch: some files end with _M for mono
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bgm*: 2 # 2ch: all other files, notice order matters
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```
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While you can put anything in the values, this feature is meant to be used to store some number that points to the actual data inside a real multi-header, that could be set with `header_file`. If you need to store many constant values there is good chance it could be done in some better way.
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While you can put anything in the values, this feature is meant to be used to store some number that points to the actual data inside a real multi-header, that could be set with `header_file`. If you feel the need to store many constant values per file, there is good chance it can be done in some better, simpler way.
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#### BASE OFFSET MODIFIER
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You can set a default offset that affects next `@(offset)` reads making them `@(offset + base_offset)`, for cleaner parsing (particularly interesting when combined with the `name_list`).
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You can set a default offset that affects next `@(offset)` reads making them `@(offset + base_offset)`, for cleaner parsing (particularly interesting when combined with the `name_table`).
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For example instead of `channels = @0x714` you could set `base_offset = 0x710, channels = @0x04`. Set to 0 when you want to disable it.
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```
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@ -633,7 +634,7 @@ chunk_count = 26
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# after setting chunks (sizes vary when 'dechunking')
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start_offset = 0x00
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padding_size = auto-empty
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padding_size = auto-empty
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num_samples = data_size
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```
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@ -675,9 +676,9 @@ Some formats read an offset to another part of the file, then another offset, th
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You can simulate this chaining multiple `base_offset`
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```
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base_offset = @0x10 #sets at 0x1000
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channels = @0x04 #reads at 0x1004
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base_offset = base_offset + @0x10 #sets at 0x1000 + 0x200 = 0x1200
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base_offset = @0x10 #sets current at 0x1000
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channels = @0x04 #reads at 0x1004 (base_offset + 0x04)
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base_offset = base_offset + @0x10 #sets current at 0x1000 + 0x200 = 0x1200
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sample_rate = @0x04 #reads at 0x1204
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...
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```
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34
doc/TXTP.md
34
doc/TXTP.md
@ -91,7 +91,7 @@ BIK_E1_6A_DialEnd_00000000.audio.multi.bik#3
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mode = layers
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```
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Note that the number of channels is the sum of all layers, so three 2ch layers play as a 6ch file. If all layers share loop points they are automatically kept.
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Note that the number of channels is the sum of all layers, so three 2ch layers play as a 6ch file (you can downmix to stereo using mixing commands, described later). If all layers share loop points they are automatically kept.
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### Mixed groups
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You can set "groups" to 'fold' various files into one, as layers or segments, to allow complex cases:
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@ -166,7 +166,7 @@ mainB_2ch.at3
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group = 2L2 #@layer-v 2
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# finally resulting layers are played as segments (2ch, 2ch)
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# (could set a group = S and ommit S here, too)
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# (could set a group = S and ommit mode here, too)
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mode = segments
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# if the last group joins all as segments you can use loop_start
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@ -239,34 +239,42 @@ music_Home.ps3.scd#C3 4
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### Play settings
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**`#l(loops)`**, **`#f(fade)`**, **`#d(fade-delay)`**, **`#i(ignore loop)`**, **`#F(ignore fade)`**, **`#E(end-to-end loop)`**
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Those setting should override player's defaults if set (except "loop forever"). They are equivalent to some test.exe options.
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Those setting should override player's defaults if set. They are equivalent to some test.exe options.
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**God Hand (PS2)**: *boss2_3ningumi_ver6.txtp* (each line is a separate TXTP)
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**God Hand (PS2)**: *boss2_3ningumi_ver6.txtp*
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```
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# set number of loops
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boss2_3ningumi_ver6.adx#l3
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```
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```
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# set fade time (in seconds)
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boss2_3ningumi_ver6.adx#f10.5
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```
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```
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# set fade delay (in seconds)
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boss2_3ningumi_ver6.adx#d0.5
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```
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```
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# ignore and disable loops
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boss2_3ningumi_ver6.adx#i
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```
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```
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# don't fade out and instead play the song ending after
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boss2_3ningumi_ver6.adx#F # this song has a nice stop
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```
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```
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# force full loops from end-to-end
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boss2_3ningumi_ver6.adx#E
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```
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```
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# settings can be combined
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boss2_3ningumi_ver6.adx#l2#F # 2 loops + ending
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```
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```
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# settings can be combined
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boss2_3ningumi_ver6.adx#l1.5#d1#f5
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```
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```
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# boss2_3ningumi_ver6.adx#l1.0#F # this is equivalent to #i
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```
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@ -284,7 +292,7 @@ main.fsb
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Similarly other games don't use loop points, but rather repeat/loops the song internally many times:
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```
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intro.vag #t3:20 #i #l1.0 #trim + combine with forced loops for easy fades
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bgm01.vag #t3:20 #i #l1.0 # trim + combine with forced loops for easy fades
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```
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Note that if you need to remove very few samples (like 1) to get smooth transitions it may be a bug in vgmstream, consider reporting.
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@ -155,7 +155,8 @@ int ffmpeg_make_riff_xma1(uint8_t * buf, size_t buf_size, size_t sample_count, s
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put_16bitLE(buf+off+0x12, speakers);
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}
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/* xmaencode decoding rejects XMA1 without "seek" chunk, though it doesn't seem to use it */
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/* xmaencode decoding rejects XMA1 without "seek" chunk, though it doesn't seem to use it
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* (needs to be have entries but can be bogus, also generates seek for even small sounds) */
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memcpy(buf+riff_size-4-4, "data", 4);
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put_32bitLE(buf+riff_size-4, data_size); /* data size */
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@ -3,24 +3,24 @@
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/* IKM - MiCROViSiON PS2 container [Zwei (PS2)] */
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VGMSTREAM * init_vgmstream_ikm_ps2(STREAMFILE *streamFile) {
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VGMSTREAM * vgmstream = NULL;
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VGMSTREAM* init_vgmstream_ikm_ps2(STREAMFILE* sf) {
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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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/* checks */
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if ( !check_extensions(streamFile,"ikm") )
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if ( !check_extensions(sf,"ikm") )
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goto fail;
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if (read_32bitBE(0x00,streamFile) != 0x494B4D00) /* "IKM\0" */
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if (read_u32be(0x00,sf) != 0x494B4D00) /* "IKM\0" */
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goto fail;
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if (read_32bitBE(0x40,streamFile) != 0x41535400) /* "AST\0" */
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if (read_u32be(0x40,sf) != 0x41535400) /* "AST\0" */
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goto fail;
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/* 0x20: type 03? */
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loop_flag = (read_32bitLE(0x14, streamFile) > 0);
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channel_count = read_32bitLE(0x50, streamFile);
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loop_flag = (read_s32le(0x14, sf) > 0);
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channel_count = read_s32le(0x50, sf);
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start_offset = 0x800;
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@ -29,15 +29,15 @@ VGMSTREAM * init_vgmstream_ikm_ps2(STREAMFILE *streamFile) {
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if (!vgmstream) goto fail;
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vgmstream->meta_type = meta_IKM;
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vgmstream->sample_rate = read_32bitLE(0x44, streamFile);
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vgmstream->num_samples = ps_bytes_to_samples(read_32bitLE(0x4c, streamFile), channel_count);
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vgmstream->loop_start_sample = read_32bitLE(0x14, streamFile);
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vgmstream->loop_end_sample = read_32bitLE(0x18, streamFile);
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vgmstream->sample_rate = read_s32le(0x44, sf);
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vgmstream->num_samples = ps_bytes_to_samples(read_s32le(0x4c, sf), channel_count);
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vgmstream->loop_start_sample = read_s32le(0x14, sf);
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vgmstream->loop_end_sample = read_s32le(0x18, sf);
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vgmstream->coding_type = coding_PSX;
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vgmstream->layout_type = layout_interleave;
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vgmstream->interleave_block_size = 0x10; /* @0x40 / channels */
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if (!vgmstream_open_stream(vgmstream, streamFile, start_offset))
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if (!vgmstream_open_stream(vgmstream, sf, start_offset))
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goto fail;
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return vgmstream;
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@ -46,34 +46,41 @@ fail:
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return NULL;
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}
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/* IKM - MiCROViSiON PC container [Chaos Legion (PC)] */
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VGMSTREAM * init_vgmstream_ikm_pc(STREAMFILE *streamFile) {
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VGMSTREAM * vgmstream = NULL;
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/* IKM - MiCROViSiON PC container [Chaos Legion (PC), Legend of Galactic Heroes (PC)] */
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VGMSTREAM* init_vgmstream_ikm_pc(STREAMFILE* sf) {
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VGMSTREAM* vgmstream = NULL;
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off_t start_offset;
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/* checks */
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if ( !check_extensions(streamFile,"ikm") )
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if ( !check_extensions(sf,"ikm") )
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goto fail;
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if (read_32bitBE(0x00,streamFile) != 0x494B4D00) /* "IKM\0" */
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goto fail;
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if (read_32bitBE(0x30,streamFile) != 0x4F676753) /* "OggS" */
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if (read_u32be(0x00,sf) != 0x494B4D00) /* "IKM\0" */
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goto fail;
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/* 0x20: type 01? */
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start_offset = 0x30;
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/* find "OggS" start */
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if (read_u32be(0x30,sf) == 0x4F676753) {
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start_offset = 0x30; /* Chaos Legion (PC) */
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} else if (read_u32be(0x800,sf) == 0x4F676753) {
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start_offset = 0x800; /* Legend of Galactic Heroes (PC) */
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} else {
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goto fail;
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}
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#ifdef VGM_USE_VORBIS
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{
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ogg_vorbis_meta_info_t ovmi = {0};
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ovmi.meta_type = meta_IKM;
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ovmi.loop_start = read_32bitLE(0x14, streamFile);
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ovmi.loop_end = read_32bitLE(0x18, streamFile);
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ovmi.loop_start = read_s32le(0x14, sf);
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ovmi.loop_end = read_s32le(0x18, sf);
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ovmi.loop_end_found = ovmi.loop_end;
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ovmi.loop_flag = ovmi.loop_end > 0;
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ovmi.stream_size = read_32bitLE(0x24, streamFile);
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ovmi.stream_size = read_s32le(0x24, sf);
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vgmstream = init_vgmstream_ogg_vorbis_callbacks(streamFile, NULL, start_offset, &ovmi);
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vgmstream = init_vgmstream_ogg_vorbis_callbacks(sf, NULL, start_offset, &ovmi);
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}
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#else
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goto fail;
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@ -87,39 +94,39 @@ fail:
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}
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/* IKM - MiCROViSiON PSP container [The Legend of Heroes: A Tear of Vermillion (PSP)] */
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VGMSTREAM * init_vgmstream_ikm_psp(STREAMFILE *streamFile) {
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VGMSTREAM *vgmstream = NULL;
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STREAMFILE *temp_streamFile = NULL;
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VGMSTREAM* init_vgmstream_ikm_psp(STREAMFILE* sf) {
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VGMSTREAM* vgmstream = NULL;
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STREAMFILE* temp_sf = NULL;
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off_t start_offset;
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size_t data_size;
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/* checks */
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if ( !check_extensions(streamFile,"ikm") )
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if (!check_extensions(sf,"ikm"))
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goto fail;
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if (read_32bitBE(0x00,streamFile) != 0x494B4D00) /* "IKM\0" */
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if (read_u32be(0x00,sf) != 0x494B4D00) /* "IKM\0" */
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goto fail;
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if (read_32bitBE(0x800,streamFile) != 0x52494646) /* "RIFF" */
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if (read_u32be(0x800,sf) != 0x52494646) /* "RIFF" */
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goto fail;
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/* 0x20: type 00? */
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/* loop values (pre-adjusted without encoder delay) at 0x14/18 are found in the RIFF too */
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data_size = read_32bitLE(0x24, streamFile);
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data_size = read_s32le(0x24, sf);
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start_offset = 0x800;
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temp_streamFile = setup_subfile_streamfile(streamFile, start_offset, data_size, "at3");
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if (!temp_streamFile) goto fail;
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temp_sf = setup_subfile_streamfile(sf, start_offset, data_size, "at3");
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if (!temp_sf) goto fail;
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vgmstream = init_vgmstream_riff(temp_streamFile);
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vgmstream = init_vgmstream_riff(temp_sf);
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if (!vgmstream) goto fail;
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vgmstream->meta_type = meta_IKM;
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close_streamfile(temp_streamFile);
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close_streamfile(temp_sf);
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return vgmstream;
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fail:
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close_streamfile(temp_streamFile);
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close_streamfile(temp_sf);
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close_vgmstream(vgmstream);
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return NULL;
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}
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|
@ -936,7 +936,7 @@ static size_t get_ue4_msadpcm_interleave(STREAMFILE *sf, riff_fmt_chunk *fmt, of
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return v2_interleave; /* favor newer games */
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}
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/* same but big endian, seen in the spec and in Kitchenette (PC) */
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/* same but big endian, seen in the spec and in Kitchenette (PC) (possibly from Adobe Director) */
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VGMSTREAM * init_vgmstream_rifx(STREAMFILE *streamFile) {
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VGMSTREAM * vgmstream = NULL;
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riff_fmt_chunk fmt = {0};
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|
422
src/meta/txth.c
422
src/meta/txth.c
File diff suppressed because it is too large
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