Improve BFSTM region handling

This commit is contained in:
bnnm 2018-08-16 20:06:38 +02:00
parent 2e90f4de57
commit 7734e4d87f

View File

@ -1,15 +1,31 @@
#include "meta.h"
#include "../coding/coding.h"
/* Regions seem mostly for in-game purposes and are not very listenable on its own.
* Also, sample start is slightly off since vgmstream can't start in the middle of block ATM.
* Otherwise this kinda works, but for now it's just a test. */
#define BFSTM_ENABLE_REGION_SUBSONGS 0
#define BFSTM_ENABLE_REGION_FORCE_LOOPS 0 /* this makes sense in SM3D World, but not in Zelda BotW) */
#if BFSTM_ENABLE_REGION_SUBSONGS
static off_t bfstm_set_regions(STREAMFILE *streamFile, VGMSTREAM *vgmstream, int region_count, off_t regn_offset, int codec, int big_endian);
#endif
/* BFSTM - Nintendo Wii U format */
VGMSTREAM * init_vgmstream_bfstm(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
off_t start_offset;
off_t info_offset = 0, data_offset = 0; //, regn_offset = 0;
int channel_count, loop_flag, codec; //, region_count;
off_t info_offset = 0, data_offset = 0;
int channel_count, loop_flag, codec;
int big_endian;
int32_t (*read_32bit)(off_t,STREAMFILE*) = NULL;
int16_t (*read_16bit)(off_t,STREAMFILE*) = NULL;
#if BFSTM_ENABLE_REGION_SUBSONGS
off_t regn_offset = 0;
int region_count;
#endif
/* checks */
@ -45,7 +61,9 @@ VGMSTREAM * init_vgmstream_bfstm(STREAMFILE *streamFile) {
case 0x4000: info_offset = read_32bit(0x14+i*0x0c+0x04, streamFile); break;
case 0x4001: /* seek_offset = read_32bit(0x14+i*0x0c+0x04, streamFile); */ break;
case 0x4002: data_offset = read_32bit(0x14+i*0x0c+0x04, streamFile); break;
case 0x4003: /* regn_offset = read_32bit(0x14+i*0x0c+0x04, streamFile); */ break;
#if BFSTM_ENABLE_REGION_SUBSONGS
case 0x4003: regn_offset = read_32bit(0x14+i*0x0c+0x04, streamFile); break;
#endif
case 0x4004: /* pdat_offset = read_32bit(0x14+i*0x0c+0x04, streamFile); */ break; /* prefetch data */
default:
break;
@ -62,7 +80,9 @@ VGMSTREAM * init_vgmstream_bfstm(STREAMFILE *streamFile) {
codec = read_8bit(info_offset + 0x20, streamFile);
loop_flag = read_8bit(info_offset + 0x21, streamFile);
channel_count = read_8bit(info_offset + 0x22, streamFile);
//region_count = read_8bit(info_offset + 0x23, streamFile);
#if BFSTM_ENABLE_REGION_SUBSONGS
region_count = read_8bit(info_offset + 0x23, streamFile);
#endif
start_offset = data_offset + 0x20;
@ -113,8 +133,9 @@ VGMSTREAM * init_vgmstream_bfstm(STREAMFILE *streamFile) {
}
//regions seem mostly for in-game purposes and are not very listenable, otherwise this kinda works
//start_offset += bfstm_set_regions(streamFile, vgmstream, region_count, regn_offset, codec);
#if BFSTM_ENABLE_REGION_SUBSONGS
start_offset += bfstm_set_regions(streamFile, vgmstream, region_count, regn_offset, codec, big_endian);
#endif
if (!vgmstream_open_stream(vgmstream,streamFile,start_offset))
goto fail;
@ -125,18 +146,21 @@ fail:
return NULL;
}
#if 0
#if BFSTM_ENABLE_REGION_SUBSONGS
/* Newer .bfstm may have multiple regions, that are sample sections of some meaning,
* like loop parts (Super Mario 3D World), or dynamic subsongs (Zelda: BotW)
* We'll hack them in as subsongs (though seem mostly activated by game events) */
static off_t bfstm_set_regions(STREAMFILE *streamFile, VGMSTREAM *vgmstream, int region_count, off_t regn_offset, int codec) {
off_t start_offset = 0;
/* REGN section subsong hack */
if (region_count > 0 && regn_offset != 0 && codec == 0x02) {
static off_t bfstm_set_regions(STREAMFILE *streamFile, VGMSTREAM *vgmstream, int region_count, off_t regn_offset, int codec, int big_endian) {
off_t start_offset;
size_t stream_size;
int total_subsongs, target_subsong = streamFile->stream_index;
int32_t (*read_32bit)(off_t,STREAMFILE*) = big_endian ? read_32bitBE : read_32bitLE;
int16_t (*read_16bit)(off_t,STREAMFILE*) = big_endian ? read_16bitLE : read_16bitLE;
if (region_count <= 0 && regn_offset == 0 && codec != 0x02)
goto fail;
if (read_32bitBE(regn_offset, streamFile) != 0x5245474E) /* "REGN" */
goto fail;
@ -147,32 +171,48 @@ static off_t bfstm_set_regions(STREAMFILE *streamFile, VGMSTREAM *vgmstream, int
if (target_subsong < 0 || target_subsong > total_subsongs || total_subsongs < 1) goto fail;
if (target_subsong > 1) {
int sample_aligned = 0, sample_skip = 0;
int i;
off_t region_start, region_end;
size_t block_size;
size_t sample_start = read_32bit(regn_offset + 0x20 + (target_subsong-2)*0x100+0x00, streamFile);
size_t sample_end = read_32bit(regn_offset + 0x20 + (target_subsong-2)*0x100+0x04, streamFile) + 1;
off_t adpcm_offset = regn_offset + 0x20 + (target_subsong-2)*0x100+0x08;
/* rest is padding up to 0x100 */
/* samples-to-bytes, approximate since samples could land in the middle of a frame, meh */
/* samples-to-bytes, approximate since samples could land in the middle of a 0x08 frame */
region_start = sample_start / 14 * vgmstream->channels * 0x08;
region_end = sample_end / 14 * vgmstream->channels * 0x08;
stream_size = region_end - region_start;
//;VGM_LOG("BFSTM: region offset start=%lx, end=%lx\n", region_start, region_end);
/* align to blocks or causes funny sounds, but the bigger the interleave the less
* accurate this is (with 0x2000 can be off by ~4600 samples) */
if (region_start % (vgmstream->interleave_block_size*vgmstream->channels))
region_start -= region_start % (vgmstream->interleave_block_size*vgmstream->channels);
/* align to block start or interleave causes funny sounds, but the bigger the interleave
* the less accurate this is (with 0x2000 align can be off by ~4600 samples per channel) */
//todo could be fixed with interleave_first_block
block_size = (vgmstream->interleave_block_size*vgmstream->channels);
if (region_start % block_size) {
region_start -= region_start % block_size; /* now aligned */
//;VGM_LOG("BFSTM: new region start=%lx\n", region_start);
start_offset += region_start;
/* get position of our block (close but smaller than sample_start) */
sample_aligned = dsp_bytes_to_samples(region_start, vgmstream->channels);
/* and how many samples to skip until actual sample_start */
sample_skip = (sample_start - sample_aligned);
}
//;VGM_LOG("BFSTM: region align=%i, skip=%i, start=%i, end=%i\n", sample_aligned, sample_skip, sample_start, sample_end);
start_offset = region_start;
if (sample_end != vgmstream->num_samples) /* not exact but... */
vgmstream->interleave_last_block_size = 0;
vgmstream->num_samples = sample_end - sample_start;
vgmstream->loop_start_sample = 0;
vgmstream->num_samples = sample_skip + (sample_end - sample_start);
vgmstream->loop_start_sample = sample_skip;
vgmstream->loop_end_sample = vgmstream->num_samples;
/* maybe loops should be enabled/disabled with regions? */
#if BFSTM_ENABLE_REGION_FORCE_LOOPS
vgmstream_force_loop(vgmstream, 1, vgmstream->loop_start_sample, vgmstream->loop_end_sample);
#endif
/* maybe loops should be disabled with some regions? */
/* this won't make sense after aligning, whatevs, doesn't sound too bad */
for (i = 0; i < vgmstream->channels; i++) {
@ -181,12 +221,12 @@ static off_t bfstm_set_regions(STREAMFILE *streamFile, VGMSTREAM *vgmstream, int
}
}
else {
start_offset = 0;
stream_size = get_streamfile_size(streamFile);
}
vgmstream->num_streams = total_subsongs;
vgmstream->stream_size = stream_size;
}
return start_offset;
fail: