mirror of
https://github.com/vgmstream/vgmstream.git
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Fix some .adpcm [2013: Infected Wars (iOS)]
This commit is contained in:
parent
5ad05ba736
commit
94282e0514
303
src/base/seek.c
303
src/base/seek.c
@ -5,13 +5,13 @@
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#include "mixing.h"
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#include "plugins.h"
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static void seek_force_loop(VGMSTREAM* vgmstream, int loop_count) {
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/* pretend decoder reached loop end so internal state is set like jumping to loop start
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* (no effect in some layouts but that is ok) */
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static void seek_force_loop_end(VGMSTREAM* vgmstream, int loop_count) {
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/* only called after hit loop */
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if (!vgmstream->hit_loop)
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return;
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/* pretend decoder reached loop end so state is set to loop start */
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vgmstream->loop_count = loop_count - 1; /* seeking to first loop must become ++ > 0 */
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vgmstream->current_sample = vgmstream->loop_end_sample;
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decode_do_loop(vgmstream);
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@ -33,45 +33,155 @@ static void seek_force_decode(VGMSTREAM* vgmstream, int samples) {
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}
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}
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static void seek_layout_standard(VGMSTREAM* vgmstream, int32_t seek_sample) {
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//;VGM_LOG("SEEK: body / seekr=%i, curr=%i\n", seek_sample, vgmstream->current_sample);
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int32_t decode_samples = 0;
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play_state_t* ps = &vgmstream->pstate;
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bool is_looped = vgmstream->loop_flag || vgmstream->loop_target > 0; /* loop target disabled loop flag during decode */
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bool is_config = vgmstream->config_enabled;
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int play_forever = vgmstream->config.play_forever;
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/* seek=10 would be seekr=10-5+3=8 inside decoder */
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int32_t seek_relative = seek_sample;
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if (is_config)
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seek_relative = seek_relative - ps->pad_begin_duration + ps->trim_begin_duration;
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//;VGM_LOG("SEEK: body / seekr=%i, curr=%i\n", seek_relative, vgmstream->current_sample);
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/* seek can be in some part of the body, depending on looping/decoder's current position/etc */
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if (!is_looped && seek_relative < vgmstream->current_sample) {
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/* non-looped seek before decoder's position: restart + consume (seekr=50s, curr=95 > restart + decode=50s) */
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decode_samples = seek_relative;
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reset_vgmstream(vgmstream);
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//;VGM_LOG("SEEK: non-loop reset / dec=%i\n", decode_samples);
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}
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else if (!is_looped && seek_relative < vgmstream->num_samples) {
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/* non-looped seek after decoder's position: consume (seekr=95s, curr=50 > decode=95-50=45s) */
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decode_samples = seek_relative - vgmstream->current_sample;
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//;VGM_LOG("SEEK: non-loop forward / dec=%i\n", decode_samples);
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}
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else if (!is_looped) {
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/* after num_samples, can happen when body is set manually (seekr=120s) */
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decode_samples = 0;
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vgmstream->current_sample = vgmstream->num_samples + 1;
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//;VGM_LOG("SEEK: non-loop silence / dec=%i\n", decode_samples);
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}
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else if (seek_relative < vgmstream->loop_start_sample) {
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/* looped seek before decoder's position: restart + consume or just consume */
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if (seek_relative < vgmstream->current_sample) {
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/* seekr=9s, current=10s > decode=9s from start */
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decode_samples = seek_relative;
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reset_vgmstream(vgmstream);
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//;VGM_LOG("SEEK: loop start reset / dec=%i\n", decode_samples);
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}
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else {
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/* seekr=9s, current=8s > decode=1s from current */
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decode_samples = seek_relative - vgmstream->current_sample;
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//;VGM_LOG("SEEK: loop start forward / dec=%i\n", decode_samples);
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}
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}
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else {
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/* looped seek after loop start: can be clamped between loop parts (relative to decoder's current_sample) to minimize decoding */
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int32_t loop_body = (vgmstream->loop_end_sample - vgmstream->loop_start_sample);
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int32_t loop_seek = (seek_relative - vgmstream->loop_start_sample) % loop_body;
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int loop_count = loop_seek / loop_body;
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/* current must have reached loop start at some point, otherwise force it (NOTE: some layouts don't actually set hit_loop) */
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if (!vgmstream->hit_loop) {
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if (vgmstream->current_sample > vgmstream->loop_start_sample) { /* may be 0 */
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VGM_LOG("SEEK: bad current sample %i vs %i\n", vgmstream->current_sample, vgmstream->loop_start_sample);
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reset_vgmstream(vgmstream);
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}
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int32_t skip_samples = (vgmstream->loop_start_sample - vgmstream->current_sample);
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//;VGM_LOG("SEEK: must loop / skip=%i, curr=%i\n", skip_samples, vgmstream->current_sample);
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seek_force_decode(vgmstream, skip_samples);
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}
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/* current must be in loop area (may happen at start) */
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if (vgmstream->current_sample < vgmstream->loop_start_sample
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|| vgmstream->current_sample < vgmstream->loop_end_sample) {
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;VGM_LOG("SEEK: outside loop area / curr=%i, ls=%i, le=%i\n", vgmstream->current_sample, vgmstream->current_sample, vgmstream->loop_end_sample);
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seek_force_loop_end(vgmstream, 0);
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}
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int32_t loop_curr = vgmstream->current_sample - vgmstream->loop_start_sample;
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//;VGM_LOG("SEEK: in loop / seekr=%i, seekl=%i, loops=%i, cur=%i, dec=%i\n", seek_relative, loop_seek, loop_count, loop_curr, decode_samples);
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/* when "ignore fade" is used and seek falls into non-fade part, this needs to seek right before it
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so when calling seek_force_loop_end detection kicks in, and non-fade then decodes normally */
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if (vgmstream->loop_target && vgmstream->loop_target == loop_count) {
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loop_seek = loop_body;
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//decode_samples += loop_seek;
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//VGM_LOG("outside!: %i\n", loop_body);
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}
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if (loop_seek < loop_curr) {
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decode_samples += loop_seek;
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seek_force_loop_end(vgmstream, loop_count);
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//;VGM_LOG("SEEK: loop reset / dec=%i, loop=%i\n", decode_samples, loop_count);
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}
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else {
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decode_samples += (loop_seek - loop_curr);
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//vgmstream->loop_count = loop_count - 1; //todo
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//;VGM_LOG("SEEK: loop forward / dec=%i, loop=%i\n", decode_samples, loop_count);
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}
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/* adjust fade if seek ends in fade region */
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if (is_config && !play_forever
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&& seek_sample >= ps->pad_begin_duration + ps->body_duration
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&& seek_sample < ps->pad_begin_duration + ps->body_duration + ps->fade_duration) {
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ps->fade_left = ps->pad_begin_duration + ps->body_duration + ps->fade_duration - seek_sample;
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//;VGM_LOG("SEEK: in fade / fade=%i, %i\n", ps->fade_left, ps->fade_duration);
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}
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}
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/* done at the end in case of reset */
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if (is_config) {
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ps->pad_begin_left = 0;
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ps->trim_begin_left = 0;
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}
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seek_force_decode(vgmstream, decode_samples);
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;VGM_LOG("SEEK: force=%i, current=%i\n", decode_samples, vgmstream->current_sample);
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}
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void seek_vgmstream(VGMSTREAM* vgmstream, int32_t seek_sample) {
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play_state_t* ps = &vgmstream->pstate;
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int play_forever = vgmstream->config.play_forever;
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int32_t decode_samples = 0;
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int loop_count = -1;
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int is_looped = vgmstream->loop_flag || vgmstream->loop_target > 0; /* loop target disabled loop flag during decode */
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bool is_looped = vgmstream->loop_flag || vgmstream->loop_target > 0; /* loop target disabled loop flag during decode */
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bool is_config = vgmstream->config_enabled;
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/* cleanup */
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if (seek_sample < 0)
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seek_sample = 0;
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/* play forever can seek past max */
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if (vgmstream->config_enabled && seek_sample > ps->play_duration && !play_forever)
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if (is_config && seek_sample > ps->play_duration && !play_forever)
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seek_sample = ps->play_duration;
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#if 0 //todo move below, needs to clamp in decode part
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/* optimize as layouts can seek faster internally */
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if (vgmstream->layout_type == layout_segmented) {
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seek_layout_segmented(vgmstream, seek_sample);
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if (vgmstream->config_enabled) {
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vgmstream->pstate.play_position = seek_sample;
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}
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return;
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}
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else if (vgmstream->layout_type == layout_layered) {
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seek_layout_layered(vgmstream, seek_sample);
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if (vgmstream->config_enabled) {
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vgmstream->pstate.play_position = seek_sample;
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}
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return;
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}
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#endif
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/* will decode and loop until seek sample, but slower */
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//todo apply same loop logic as below, or pretend we have play_forever + settings?
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if (!vgmstream->config_enabled) {
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if (!is_config) {
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int32_t decode_samples;
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//;VGM_LOG("SEEK: simple seek=%i, cur=%i\n", seek_sample, vgmstream->current_sample);
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if (seek_sample < vgmstream->current_sample) {
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decode_samples = seek_sample;
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@ -104,9 +214,8 @@ void seek_vgmstream(VGMSTREAM* vgmstream, int32_t seek_sample) {
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//;VGM_LOG("SEEK: seek sample=%i, is_looped=%i\n", seek_sample, is_looped);
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/* start/pad-begin: consume pad samples */
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if (seek_sample < ps->pad_begin_duration) {
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if (is_config && seek_sample < ps->pad_begin_duration) {
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/* seek=3: pad=5-3=2 */
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decode_samples = 0;
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reset_vgmstream(vgmstream);
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ps->pad_begin_left = ps->pad_begin_duration - seek_sample;
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@ -114,121 +223,8 @@ void seek_vgmstream(VGMSTREAM* vgmstream, int32_t seek_sample) {
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//;VGM_LOG("SEEK: pad start / dec=%i\n", decode_samples);
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}
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/* body: find position relative to decoder's current sample */
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else if (play_forever || seek_sample < ps->pad_begin_duration + ps->body_duration + ps->fade_duration) {
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/* seek=10 would be seekr=10-5+3=8 inside decoder */
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int32_t seek_relative = seek_sample - ps->pad_begin_duration + ps->trim_begin_duration;
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//;VGM_LOG("SEEK: body / seekr=%i, curr=%i\n", seek_relative, vgmstream->current_sample);
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/* seek can be in some part of the body, depending on looped/decoder's current/etc */
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if (!is_looped && seek_relative < vgmstream->current_sample) {
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/* seekr=50s, curr=95 > restart + decode=50s */
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decode_samples = seek_relative;
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reset_vgmstream(vgmstream);
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//;VGM_LOG("SEEK: non-loop reset / dec=%i\n", decode_samples);
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}
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else if (!is_looped && seek_relative < vgmstream->num_samples) {
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/* seekr=95s, curr=50 > decode=95-50=45s */
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decode_samples = seek_relative - vgmstream->current_sample;
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//;VGM_LOG("SEEK: non-loop forward / dec=%i\n", decode_samples);
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}
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else if (!is_looped) {
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/* seekr=120s (outside decode, can happen when body is set manually) */
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decode_samples = 0;
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vgmstream->current_sample = vgmstream->num_samples + 1;
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//;VGM_LOG("SEEK: non-loop silence / dec=%i\n", decode_samples);
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}
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else if (seek_relative < vgmstream->loop_start_sample) {
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/* seekr=6s > 6-5+3 > seek=4s inside decoder < 20s: decode 4s from start, or 1s if current was at 3s */
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if (seek_relative < vgmstream->current_sample) {
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/* seekr=9s, current=10s > decode=9s from start */
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decode_samples = seek_relative;
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reset_vgmstream(vgmstream);
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//;VGM_LOG("SEEK: loop start reset / dec=%i\n", decode_samples);
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}
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else {
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/* seekr=9s, current=8s > decode=1s from current */
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decode_samples = seek_relative - vgmstream->current_sample;
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//;VGM_LOG("SEEK: loop start forward / dec=%i\n", decode_samples);
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}
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}
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else {
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/* seek can be clamped between loop parts (relative to decoder's current_sample) to minimize decoding */
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int32_t loop_body, loop_seek, loop_curr;
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/* current must have reached loop start at some point */
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if (!vgmstream->hit_loop) {
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int32_t skip_samples;
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if (vgmstream->current_sample > vgmstream->loop_start_sample) { /* may be 0 */
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VGM_LOG("SEEK: bad current sample %i vs %i\n", vgmstream->current_sample, vgmstream->loop_start_sample);
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reset_vgmstream(vgmstream);
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}
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skip_samples = (vgmstream->loop_start_sample - vgmstream->current_sample);
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//;VGM_LOG("SEEK: must loop / skip=%i, curr=%i\n", skip_samples, vgmstream->current_sample);
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seek_force_decode(vgmstream, skip_samples);
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}
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/* current must be in loop area (shouldn't happen?) */
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if (vgmstream->current_sample < vgmstream->loop_start_sample
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|| vgmstream->current_sample < vgmstream->loop_end_sample) {
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//;VGM_LOG("SEEK: current outside loop area / curr=%i, ls=%i, le=%i\n", vgmstream->current_sample, vgmstream->current_sample, vgmstream->loop_end_sample);
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seek_force_loop(vgmstream, 0);
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}
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loop_body = (vgmstream->loop_end_sample - vgmstream->loop_start_sample);
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loop_seek = seek_relative - vgmstream->loop_start_sample;
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loop_count = loop_seek / loop_body;
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loop_seek = loop_seek % loop_body;
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loop_curr = vgmstream->current_sample - vgmstream->loop_start_sample;
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/* when "ignore fade" is used and seek falls into non-fade part, this needs to seek right before it
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so when calling seek_force_loop detection kicks in, and non-fade then decodes normally */
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if (vgmstream->loop_target && vgmstream->loop_target == loop_count) {
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loop_seek = loop_body;
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}
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//;VGM_LOG("SEEK: in loop / seekl=%i, loops=%i, cur=%i, dec=%i\n", loop_seek, loop_count, loop_curr, decode_samples);
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if (loop_seek < loop_curr) {
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decode_samples += loop_seek;
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seek_force_loop(vgmstream, loop_count);
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//;VGM_LOG("SEEK: loop reset / dec=%i, loop=%i\n", decode_samples, loop_count);
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}
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else {
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decode_samples += (loop_seek - loop_curr);
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//;VGM_LOG("SEEK: loop forward / dec=%i, loop=%i\n", decode_samples, loop_count);
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}
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/* adjust fade if seek ends in fade region */
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if (!play_forever
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&& seek_sample >= ps->pad_begin_duration + ps->body_duration
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&& seek_sample < ps->pad_begin_duration + ps->body_duration + ps->fade_duration) {
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ps->fade_left = ps->pad_begin_duration + ps->body_duration + ps->fade_duration - seek_sample;
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//;VGM_LOG("SEEK: in fade / fade=%i, %i\n", ps->fade_left, ps->fade_duration);
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}
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}
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/* done at the end in case of reset */
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ps->pad_begin_left = 0;
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ps->trim_begin_left = 0;
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}
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/* pad end and beyond: ignored */
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else {
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decode_samples = 0;
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else if (is_config && !play_forever && seek_sample >= ps->pad_begin_duration + ps->body_duration + ps->fade_duration) {
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ps->pad_begin_left = 0;
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ps->trim_begin_left = 0;
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if (!is_looped)
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@ -238,8 +234,25 @@ void seek_vgmstream(VGMSTREAM* vgmstream, int32_t seek_sample) {
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/* looping decoder state isn't changed (seek backwards could use current sample) */
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}
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/* body: seek relative to decoder's current sample */
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else {
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#if 0
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//TODO issues: handles seek into loops number N correctly, and into fade region
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//- handle looping within
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//- handle
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/* optimize as layouts can seek faster internally */
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if (vgmstream->layout_type == layout_segmented) {
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seek_layout_segmented(vgmstream, seek_sample);
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}
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else if (vgmstream->layout_type == layout_layered) {
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seek_layout_layered(vgmstream, seek_sample);
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}
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else
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#endif
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seek_layout_standard(vgmstream, seek_sample);
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}
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seek_force_decode(vgmstream, decode_samples);
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vgmstream->pstate.play_position = seek_sample;
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}
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124
src/meta/riff.c
124
src/meta/riff.c
@ -324,7 +324,7 @@ fail:
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return 0;
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}
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static int is_ue4_msadpcm(STREAMFILE* sf, riff_fmt_chunk* fmt, int fact_sample_count, off_t start_offset);
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static bool is_ue4_msadpcm(STREAMFILE* sf, riff_fmt_chunk* fmt, int fact_sample_count, off_t start_offset, uint32_t data_size);
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static size_t get_ue4_msadpcm_interleave(STREAMFILE* sf, riff_fmt_chunk* fmt, off_t start, size_t size);
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@ -865,7 +865,7 @@ VGMSTREAM* init_vgmstream_riff(STREAMFILE* sf) {
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}
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/* UE4 uses interleaved mono MSADPCM, try to autodetect without breaking normal MSADPCM */
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if (fmt.coding_type == coding_MSADPCM && is_ue4_msadpcm(sf, &fmt, fact_sample_count, start_offset)) {
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if (fmt.coding_type == coding_MSADPCM && is_ue4_msadpcm(sf, &fmt, fact_sample_count, start_offset, data_size)) {
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vgmstream->coding_type = coding_MSADPCM_int;
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vgmstream->codec_config = 1; /* mark as UE4 MSADPCM */
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vgmstream->frame_size = fmt.block_size;
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@ -873,6 +873,8 @@ VGMSTREAM* init_vgmstream_riff(STREAMFILE* sf) {
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vgmstream->interleave_block_size = get_ue4_msadpcm_interleave(sf, &fmt, start_offset, data_size);
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if (fmt.size == 0x36)
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vgmstream->num_samples = read_s32le(fmt.offset+0x08+0x32, sf);
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else if (fmt.size == 0x32)
|
||||
vgmstream->num_samples = msadpcm_bytes_to_samples(data_size / fmt.channels, fmt.block_size, 1);
|
||||
}
|
||||
|
||||
/* Dynasty Warriors 5 (Xbox) 6ch interleaves stereo frames, probably not official */
|
||||
@ -937,53 +939,79 @@ fail:
|
||||
return NULL;
|
||||
}
|
||||
|
||||
/* UE4 MSADPCM is quite normal but has a few minor quirks we can use to detect it */
|
||||
static int is_ue4_msadpcm(STREAMFILE* sf, riff_fmt_chunk* fmt, int fact_sample_count, off_t start) {
|
||||
static bool is_ue4_msadpcm_blocks(STREAMFILE* sf, riff_fmt_chunk* fmt, uint32_t offset, uint32_t data_size) {
|
||||
uint32_t max_offset = 10 * fmt->block_size; /* try N blocks */
|
||||
if (max_offset > offset + data_size)
|
||||
max_offset = offset + data_size;
|
||||
|
||||
/* multichannel ok */
|
||||
if (fmt->channels < 2)
|
||||
goto fail;
|
||||
/* UE4 encoder doesn't calculate optimal coefs and uses certain values every frame.
|
||||
* Implicitly this should reject stereo frames (not used in UE4), that have scale/coefs in different positions. */
|
||||
while (offset < max_offset) {
|
||||
uint8_t coefs = read_u8(offset+0x00, sf);
|
||||
uint16_t scale = read_u16le(offset+0x01, sf);
|
||||
|
||||
/* UE4 class is "ADPCM", assume it's the extension too */
|
||||
if (!check_extensions(sf, "adpcm"))
|
||||
goto fail;
|
||||
/* mono frames should only fill the lower bits (4b index) */
|
||||
if (coefs > 0x07)
|
||||
return false;
|
||||
|
||||
/* UE4 encoder doesn't add "fact" */
|
||||
if (fact_sample_count != 0)
|
||||
goto fail;
|
||||
|
||||
/* fixed block size */
|
||||
if (fmt->block_size != 0x200)
|
||||
goto fail;
|
||||
|
||||
/* later UE4 versions use 0x36 */
|
||||
if (fmt->size != 0x32 && fmt->size != 0x36)
|
||||
goto fail;
|
||||
|
||||
/* size 0x32 in older UE4 matches standard MSADPCM, so add extra detection */
|
||||
if (fmt->size == 0x32) {
|
||||
off_t offset = start;
|
||||
off_t max_offset = 5 * fmt->block_size; /* try N blocks */
|
||||
if (max_offset > get_streamfile_size(sf))
|
||||
max_offset = get_streamfile_size(sf);
|
||||
|
||||
/* their encoder doesn't calculate optimal coefs and uses fixed values every frame
|
||||
* (could do it for fmt size 0x36 too but maybe they'll fix it in the future) */
|
||||
while (offset <= max_offset) {
|
||||
if (read_u8(offset+0x00, sf) != 0 || read_u16le(offset+0x01, sf) != 0x00E6)
|
||||
goto fail;
|
||||
offset += fmt->block_size;
|
||||
/* size 0x36 always uses scale 0x00E6 and coefs 0x00 while size 0x32 usually does, except for early
|
||||
* games where it may use more standard values [2013: Infected Wars (iPhone)] */
|
||||
if (fmt->block_size == 0x200) {
|
||||
if (scale == 0x00E6 && coefs != 0x00)
|
||||
return false;
|
||||
}
|
||||
else {
|
||||
if (scale > 0x4000) { /* observed max (high scales exists) */
|
||||
VGM_LOG("RIFF: unexpected UE4 MSADPCM scale=%x\n", scale);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
offset += fmt->block_size;
|
||||
}
|
||||
|
||||
return 1;
|
||||
fail:
|
||||
return 0;
|
||||
return true;
|
||||
}
|
||||
|
||||
/* UE4 MSADPCM has a few minor quirks we can use to detect it */
|
||||
static bool is_ue4_msadpcm(STREAMFILE* sf, riff_fmt_chunk* fmt, int fact_sample_count, off_t start, uint32_t data_size) {
|
||||
|
||||
/* UE4 allows >=2ch (sample rate may be anything), while mono files are just regular MSADPCM */
|
||||
if (fmt->channels < 2)
|
||||
return false;
|
||||
|
||||
/* UE4 encoder doesn't add "fact" while regular encoders usually do (but not always) */
|
||||
if (fact_sample_count != 0)
|
||||
return false;
|
||||
|
||||
/* later UE4 versions use fmt size 0x36 (unlike standard MSADPCM's 0x32), and only certain block sizes */
|
||||
if (fmt->size == 0x36) {
|
||||
if (!(fmt->block_size == 0x200))
|
||||
return false;
|
||||
}
|
||||
else if (fmt->size == 0x32) {
|
||||
/* other than 0x200 is rarely used [2013: Infected Wars (iPhone)] */
|
||||
if (!(fmt->block_size == 0x200 || fmt->block_size == 0x9b || fmt->block_size == 0x69))
|
||||
return false;
|
||||
|
||||
/* could do it for fmt size 0x36 too but not important */
|
||||
if (!is_ue4_msadpcm_blocks(sf, fmt, start, data_size))
|
||||
return false;
|
||||
}
|
||||
else {
|
||||
return false;
|
||||
}
|
||||
|
||||
/* UE4's class is "ADPCM", assume it's the extension too (also safer since can't tell UE4 MSADPCM from .wav ADPCM in some cases) */
|
||||
if (!check_extensions(sf, "adpcm"))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/* for maximum annoyance later UE4 versions (~v4.2x?) interleave single frames instead of
|
||||
* half interleave, but don't have flags to detect so we need some heuristics. Most later
|
||||
* games with 0x36 chunk size use v2_interleave but notably Travis Strikes Again doesn't */
|
||||
* games with 0x36 chunk size use v2_interleave but notably Travis Strikes Again doesn't */
|
||||
static size_t get_ue4_msadpcm_interleave(STREAMFILE* sf, riff_fmt_chunk* fmt, off_t start, size_t size) {
|
||||
size_t v1_interleave = size / fmt->channels;
|
||||
size_t v2_interleave = fmt->block_size;
|
||||
@ -1009,23 +1037,19 @@ static size_t get_ue4_msadpcm_interleave(STREAMFILE* sf, riff_fmt_chunk* fmt, of
|
||||
is_blank_full = memcmp(nibbles_full, empty, nibbles_size) == 0;
|
||||
|
||||
/* last frame is almost always padded, so should at half interleave */
|
||||
if (!is_blank_half && !is_blank_full) {
|
||||
if (!is_blank_half && !is_blank_full)
|
||||
return v1_interleave;
|
||||
}
|
||||
|
||||
/* last frame is padded, and half interleave is not: should be regular interleave*/
|
||||
if (!is_blank_half && is_blank_full) {
|
||||
/* last frame is padded, and half interleave is not: should be regular interleave */
|
||||
if (!is_blank_half && is_blank_full)
|
||||
return v2_interleave;
|
||||
}
|
||||
|
||||
/* last frame is silent-ish, so should at half interleave (TSA's SML_DarknessLoop_01, TSA_CAD_YAKATA)
|
||||
* this doesn't work too well b/c num_samples at 0x36 uses all data, may need adjustment */
|
||||
{
|
||||
|
||||
int i;
|
||||
int empty_nibbles_full = 1, empty_nibbles_half = 1;
|
||||
|
||||
for (i = 0; i < sizeof(nibbles_full); i++) {
|
||||
for (int i = 0; i < sizeof(nibbles_full); i++) {
|
||||
uint8_t n1 = ((nibbles_full[i] >> 0) & 0x0f);
|
||||
uint8_t n2 = ((nibbles_full[i] >> 4) & 0x0f);
|
||||
if ((n1 != 0x0 && n1 != 0xf && n1 != 0x1) || (n2 != 0x0 && n2 != 0xf && n2 != 0x1)) {
|
||||
@ -1034,7 +1058,7 @@ static size_t get_ue4_msadpcm_interleave(STREAMFILE* sf, riff_fmt_chunk* fmt, of
|
||||
}
|
||||
}
|
||||
|
||||
for (i = 0; i < sizeof(nibbles_half); i++) {
|
||||
for (int i = 0; i < sizeof(nibbles_half); i++) {
|
||||
uint8_t n1 = ((nibbles_half[i] >> 0) & 0x0f);
|
||||
uint8_t n2 = ((nibbles_half[i] >> 4) & 0x0f);
|
||||
if ((n1 != 0x0 && n1 != 0xf && n1 != 0x1) || (n2 != 0x0 && n2 != 0xf && n2 != 0x1)) {
|
||||
@ -1043,10 +1067,8 @@ static size_t get_ue4_msadpcm_interleave(STREAMFILE* sf, riff_fmt_chunk* fmt, of
|
||||
}
|
||||
}
|
||||
|
||||
if (empty_nibbles_full && empty_nibbles_half){
|
||||
VGM_LOG("v1 b\n");
|
||||
if (empty_nibbles_full && empty_nibbles_half)
|
||||
return v1_interleave;
|
||||
}
|
||||
}
|
||||
|
||||
/* other tests? */
|
||||
|
Loading…
x
Reference in New Issue
Block a user