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https://github.com/vgmstream/vgmstream.git
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Improve BFSTM region handling
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parent
2e90f4de57
commit
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@ -1,15 +1,31 @@
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#include "meta.h"
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#include "../coding/coding.h"
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/* Regions seem mostly for in-game purposes and are not very listenable on its own.
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* Also, sample start is slightly off since vgmstream can't start in the middle of block ATM.
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* Otherwise this kinda works, but for now it's just a test. */
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#define BFSTM_ENABLE_REGION_SUBSONGS 0
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#define BFSTM_ENABLE_REGION_FORCE_LOOPS 0 /* this makes sense in SM3D World, but not in Zelda BotW) */
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#if BFSTM_ENABLE_REGION_SUBSONGS
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static off_t bfstm_set_regions(STREAMFILE *streamFile, VGMSTREAM *vgmstream, int region_count, off_t regn_offset, int codec, int big_endian);
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#endif
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/* BFSTM - Nintendo Wii U format */
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VGMSTREAM * init_vgmstream_bfstm(STREAMFILE *streamFile) {
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VGMSTREAM * vgmstream = NULL;
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off_t start_offset;
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off_t info_offset = 0, data_offset = 0; //, regn_offset = 0;
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int channel_count, loop_flag, codec; //, region_count;
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off_t info_offset = 0, data_offset = 0;
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int channel_count, loop_flag, codec;
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int big_endian;
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int32_t (*read_32bit)(off_t,STREAMFILE*) = NULL;
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int16_t (*read_16bit)(off_t,STREAMFILE*) = NULL;
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#if BFSTM_ENABLE_REGION_SUBSONGS
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off_t regn_offset = 0;
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int region_count;
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#endif
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/* checks */
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@ -45,7 +61,9 @@ VGMSTREAM * init_vgmstream_bfstm(STREAMFILE *streamFile) {
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case 0x4000: info_offset = read_32bit(0x14+i*0x0c+0x04, streamFile); break;
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case 0x4001: /* seek_offset = read_32bit(0x14+i*0x0c+0x04, streamFile); */ break;
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case 0x4002: data_offset = read_32bit(0x14+i*0x0c+0x04, streamFile); break;
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case 0x4003: /* regn_offset = read_32bit(0x14+i*0x0c+0x04, streamFile); */ break;
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#if BFSTM_ENABLE_REGION_SUBSONGS
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case 0x4003: regn_offset = read_32bit(0x14+i*0x0c+0x04, streamFile); break;
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#endif
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case 0x4004: /* pdat_offset = read_32bit(0x14+i*0x0c+0x04, streamFile); */ break; /* prefetch data */
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default:
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break;
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@ -62,7 +80,9 @@ VGMSTREAM * init_vgmstream_bfstm(STREAMFILE *streamFile) {
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codec = read_8bit(info_offset + 0x20, streamFile);
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loop_flag = read_8bit(info_offset + 0x21, streamFile);
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channel_count = read_8bit(info_offset + 0x22, streamFile);
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//region_count = read_8bit(info_offset + 0x23, streamFile);
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#if BFSTM_ENABLE_REGION_SUBSONGS
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region_count = read_8bit(info_offset + 0x23, streamFile);
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#endif
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start_offset = data_offset + 0x20;
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@ -113,8 +133,9 @@ VGMSTREAM * init_vgmstream_bfstm(STREAMFILE *streamFile) {
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}
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//regions seem mostly for in-game purposes and are not very listenable, otherwise this kinda works
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//start_offset += bfstm_set_regions(streamFile, vgmstream, region_count, regn_offset, codec);
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#if BFSTM_ENABLE_REGION_SUBSONGS
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start_offset += bfstm_set_regions(streamFile, vgmstream, region_count, regn_offset, codec, big_endian);
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#endif
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if (!vgmstream_open_stream(vgmstream,streamFile,start_offset))
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goto fail;
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@ -125,18 +146,21 @@ fail:
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return NULL;
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}
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#if 0
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#if BFSTM_ENABLE_REGION_SUBSONGS
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/* Newer .bfstm may have multiple regions, that are sample sections of some meaning,
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* like loop parts (Super Mario 3D World), or dynamic subsongs (Zelda: BotW)
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* We'll hack them in as subsongs (though seem mostly activated by game events) */
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static off_t bfstm_set_regions(STREAMFILE *streamFile, VGMSTREAM *vgmstream, int region_count, off_t regn_offset, int codec) {
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off_t start_offset = 0;
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/* REGN section subsong hack */
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if (region_count > 0 && regn_offset != 0 && codec == 0x02) {
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static off_t bfstm_set_regions(STREAMFILE *streamFile, VGMSTREAM *vgmstream, int region_count, off_t regn_offset, int codec, int big_endian) {
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off_t start_offset;
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size_t stream_size;
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int total_subsongs, target_subsong = streamFile->stream_index;
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int32_t (*read_32bit)(off_t,STREAMFILE*) = big_endian ? read_32bitBE : read_32bitLE;
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int16_t (*read_16bit)(off_t,STREAMFILE*) = big_endian ? read_16bitLE : read_16bitLE;
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if (region_count <= 0 && regn_offset == 0 && codec != 0x02)
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goto fail;
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if (read_32bitBE(regn_offset, streamFile) != 0x5245474E) /* "REGN" */
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goto fail;
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@ -147,32 +171,48 @@ static off_t bfstm_set_regions(STREAMFILE *streamFile, VGMSTREAM *vgmstream, int
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if (target_subsong < 0 || target_subsong > total_subsongs || total_subsongs < 1) goto fail;
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if (target_subsong > 1) {
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int sample_aligned = 0, sample_skip = 0;
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int i;
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off_t region_start, region_end;
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size_t block_size;
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size_t sample_start = read_32bit(regn_offset + 0x20 + (target_subsong-2)*0x100+0x00, streamFile);
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size_t sample_end = read_32bit(regn_offset + 0x20 + (target_subsong-2)*0x100+0x04, streamFile) + 1;
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off_t adpcm_offset = regn_offset + 0x20 + (target_subsong-2)*0x100+0x08;
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/* rest is padding up to 0x100 */
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/* samples-to-bytes, approximate since samples could land in the middle of a frame, meh */
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/* samples-to-bytes, approximate since samples could land in the middle of a 0x08 frame */
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region_start = sample_start / 14 * vgmstream->channels * 0x08;
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region_end = sample_end / 14 * vgmstream->channels * 0x08;
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stream_size = region_end - region_start;
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//;VGM_LOG("BFSTM: region offset start=%lx, end=%lx\n", region_start, region_end);
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/* align to blocks or causes funny sounds, but the bigger the interleave the less
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* accurate this is (with 0x2000 can be off by ~4600 samples) */
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if (region_start % (vgmstream->interleave_block_size*vgmstream->channels))
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region_start -= region_start % (vgmstream->interleave_block_size*vgmstream->channels);
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/* align to block start or interleave causes funny sounds, but the bigger the interleave
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* the less accurate this is (with 0x2000 align can be off by ~4600 samples per channel) */
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//todo could be fixed with interleave_first_block
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block_size = (vgmstream->interleave_block_size*vgmstream->channels);
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if (region_start % block_size) {
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region_start -= region_start % block_size; /* now aligned */
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//;VGM_LOG("BFSTM: new region start=%lx\n", region_start);
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start_offset += region_start;
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/* get position of our block (close but smaller than sample_start) */
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sample_aligned = dsp_bytes_to_samples(region_start, vgmstream->channels);
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/* and how many samples to skip until actual sample_start */
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sample_skip = (sample_start - sample_aligned);
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}
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//;VGM_LOG("BFSTM: region align=%i, skip=%i, start=%i, end=%i\n", sample_aligned, sample_skip, sample_start, sample_end);
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start_offset = region_start;
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if (sample_end != vgmstream->num_samples) /* not exact but... */
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vgmstream->interleave_last_block_size = 0;
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vgmstream->num_samples = sample_end - sample_start;
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vgmstream->loop_start_sample = 0;
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vgmstream->num_samples = sample_skip + (sample_end - sample_start);
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vgmstream->loop_start_sample = sample_skip;
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vgmstream->loop_end_sample = vgmstream->num_samples;
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/* maybe loops should be enabled/disabled with regions? */
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#if BFSTM_ENABLE_REGION_FORCE_LOOPS
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vgmstream_force_loop(vgmstream, 1, vgmstream->loop_start_sample, vgmstream->loop_end_sample);
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#endif
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/* maybe loops should be disabled with some regions? */
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/* this won't make sense after aligning, whatevs, doesn't sound too bad */
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for (i = 0; i < vgmstream->channels; i++) {
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@ -181,12 +221,12 @@ static off_t bfstm_set_regions(STREAMFILE *streamFile, VGMSTREAM *vgmstream, int
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}
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}
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else {
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start_offset = 0;
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stream_size = get_streamfile_size(streamFile);
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}
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vgmstream->num_streams = total_subsongs;
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vgmstream->stream_size = stream_size;
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}
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return start_offset;
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fail:
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