This commit is contained in:
bnnm 2024-09-29 18:06:03 +02:00
parent 286e0b2b5c
commit 9d9fae5029

View File

@ -10,7 +10,7 @@ VGMSTREAM* init_vgmstream_sndx(STREAMFILE* sf) {
off_t start_offset, chunk_offset, first_offset = 0x60, name_offset = 0; off_t start_offset, chunk_offset, first_offset = 0x60, name_offset = 0;
size_t chunk_size, stream_size = 0; size_t chunk_size, stream_size = 0;
int is_dual, is_external; bool is_dual, is_external;
int loop_flag, channels, codec, sample_rate; int loop_flag, channels, codec, sample_rate;
int32_t num_samples, loop_start_sample, loop_end_sample; int32_t num_samples, loop_start_sample, loop_end_sample;
uint32_t flags, at9_config_data = 0; uint32_t flags, at9_config_data = 0;
@ -18,11 +18,14 @@ VGMSTREAM* init_vgmstream_sndx(STREAMFILE* sf) {
/* checks */ /* checks */
if (!is_id32be(0x00, sf, "SXDF") && !is_id32be(0x00, sf, "SXDS"))
return NULL;
/* .sxd: header+data (SXDF) /* .sxd: header+data (SXDF)
* .sxd1: header (SXDF) + .sxd2 = data (SXDS) * .sxd1: header (SXDF) + .sxd2 = data (SXDS)
* .sxd3: sxd1 + sxd2 pasted together (found in some PS4 games, ex. Fate Extella)*/ * .sxd3: sxd1 + sxd2 pasted together (found in some PS4 games, ex. Fate Extella)*/
if (!check_extensions(sf,"sxd,sxd2,sxd3")) if (!check_extensions(sf,"sxd,sxd2,sxd3"))
goto fail; return NULL;
/* setup head/body variations */ /* setup head/body variations */
if (check_extensions(sf,"sxd2")) { if (check_extensions(sf,"sxd2")) {
@ -33,7 +36,7 @@ VGMSTREAM* init_vgmstream_sndx(STREAMFILE* sf) {
sf_sxd1 = sf_h; sf_sxd1 = sf_h;
sf_sxd2 = sf; sf_sxd2 = sf;
is_dual = 1; is_dual = true;
} }
else if (check_extensions(sf,"sxd3")) { else if (check_extensions(sf,"sxd3")) {
/* sxd3: make subfiles for head and body to simplify parsing */ /* sxd3: make subfiles for head and body to simplify parsing */
@ -50,13 +53,13 @@ VGMSTREAM* init_vgmstream_sndx(STREAMFILE* sf) {
sf_sxd1 = sf_h; sf_sxd1 = sf_h;
sf_sxd2 = sf_b; sf_sxd2 = sf_b;
is_dual = 1; is_dual = true;
} }
else { else {
/* sxd: use the current file as header */ /* sxd: use the current file as header */
sf_sxd1 = sf; sf_sxd1 = sf;
sf_sxd2 = NULL; sf_sxd2 = NULL;
is_dual = 0; is_dual = false;
} }
if (sf_sxd1 && !is_id32be(0x00, sf_sxd1, "SXDF")) if (sf_sxd1 && !is_id32be(0x00, sf_sxd1, "SXDF"))
@ -225,6 +228,14 @@ VGMSTREAM* init_vgmstream_sndx(STREAMFILE* sf) {
goto fail; goto fail;
} }
/* .sxd have names but they are a bit complex:
* - WAVE chunk has N subsongs
* - NAME chunk may define M names but usually doesn't match with subsongs (may be less or more)
* - LVRN may define some state and LVAR its possible values (battle_state=bgm_battle_start/win/intro)
* - TRNS also has names based on possible transition
* - final WAVE seem to depend on NAME (event?) + state=value, similar to Wwise
* - presumably TONE/REQD/SEQD chunks have WAVE<>event matching info since they seem to always appear
*/
/* open the file for reading */ /* open the file for reading */
if (!vgmstream_open_stream(vgmstream, sf_data, start_offset)) if (!vgmstream_open_stream(vgmstream, sf_data, start_offset))