Enable .bfstm region subsongs for testing (via .txtp)

This commit is contained in:
bnnm 2021-06-24 22:39:52 +02:00
parent 8ceca09f68
commit a3732d8df9

View File

@ -3,22 +3,21 @@
/* 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.
* Also, sample start is slightly off since vgmstream can't start in the middle of a frame 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) */
#define BFSTM_ENABLE_REGION_SUBSONGS 1
#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);
static off_t bfstm_set_regions(STREAMFILE* sf, 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;
/* BFSTM - Nintendo Wii U/Switch format */
VGMSTREAM* init_vgmstream_bfstm(STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
off_t start_offset;
off_t info_offset = 0, data_offset = 0;
int channel_count, loop_flag, codec;
int channels, loop_flag, codec;
int big_endian;
int32_t (*read_32bit)(off_t,STREAMFILE*) = NULL;
int16_t (*read_16bit)(off_t,STREAMFILE*) = NULL;
@ -29,20 +28,20 @@ VGMSTREAM * init_vgmstream_bfstm(STREAMFILE *streamFile) {
/* checks */
if ( !check_extensions(streamFile,"bfstm") )
if (!check_extensions(sf,"bfstm"))
goto fail;
/* FSTM header */
if (read_32bitBE(0x00, streamFile) != 0x4653544D) /* "FSTM" */
if (!is_id32be(0x00,sf, "FSTM"))
goto fail;
/* 0x06(2): header size (0x40), 0x08: version (0x00000400), 0x0c: file size */
/* 0x06(2): header size (0x40)
* 0x08: version (0x00000400)
* 0x0c: file size */
/* check BOM */
if ((uint16_t)read_16bitBE(0x04, streamFile) == 0xFEFF) { /* Wii U games */
if (read_u16be(0x04, sf) == 0xFEFF) { /* Wii U games */
read_32bit = read_32bitBE;
read_16bit = read_16bitBE;
big_endian = 1;
} else if ((uint16_t)read_16bitBE(0x04, streamFile) == 0xFFFE) { /* Switch games */
} else if (read_u16be(0x04, sf) == 0xFFFE) { /* Switch games */
read_32bit = read_32bitLE;
read_16bit = read_16bitLE;
big_endian = 0;
@ -53,18 +52,18 @@ VGMSTREAM * init_vgmstream_bfstm(STREAMFILE *streamFile) {
/* get sections (should always appear in the same order) */
{
int i;
int section_count = read_16bit(0x10, streamFile);
int section_count = read_16bit(0x10, sf);
for (i = 0; i < section_count; i++) {
/* 0x00: id, 0x02(2): padding, 0x04(4): offset, 0x08(4): size */
uint16_t section_id = read_16bit(0x14 + i*0xc+0x00, streamFile);
uint16_t section_id = read_16bit(0x14 + i*0xc+0x00, sf);
switch(section_id) {
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 0x4000: info_offset = read_32bit(0x14+i*0x0c+0x04, sf); break;
case 0x4001: /* seek_offset = read_32bit(0x14+i*0x0c+0x04, sf); */ break;
case 0x4002: data_offset = read_32bit(0x14+i*0x0c+0x04, sf); break;
#if BFSTM_ENABLE_REGION_SUBSONGS
case 0x4003: regn_offset = read_32bit(0x14+i*0x0c+0x04, streamFile); break;
case 0x4003: regn_offset = read_32bit(0x14+i*0x0c+0x04, sf); break;
#endif
case 0x4004: /* pdat_offset = read_32bit(0x14+i*0x0c+0x04, streamFile); */ break; /* prefetch data */
case 0x4004: /* pdat_offset = read_32bit(0x14+i*0x0c+0x04, sf); */ break; /* prefetch data */
default:
break;
}
@ -75,13 +74,13 @@ VGMSTREAM * init_vgmstream_bfstm(STREAMFILE *streamFile) {
}
/* INFO section */
if (read_32bitBE(info_offset, streamFile) != 0x494E464F) /* "INFO" */
if (read_32bitBE(info_offset, sf) != 0x494E464F) /* "INFO" */
goto fail;
codec = read_8bit(info_offset + 0x20, streamFile);
loop_flag = read_8bit(info_offset + 0x21, streamFile);
channel_count = read_8bit(info_offset + 0x22, streamFile);
codec = read_8bit(info_offset + 0x20, sf);
loop_flag = read_8bit(info_offset + 0x21, sf);
channels = read_8bit(info_offset + 0x22, sf);
#if BFSTM_ENABLE_REGION_SUBSONGS
region_count = read_8bit(info_offset + 0x23, streamFile);
region_count = read_8bit(info_offset + 0x23, sf);
#endif
@ -89,18 +88,18 @@ VGMSTREAM * init_vgmstream_bfstm(STREAMFILE *streamFile) {
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count, loop_flag);
vgmstream = allocate_vgmstream(channels, loop_flag);
if (!vgmstream) goto fail;
vgmstream->sample_rate = read_32bit(info_offset + 0x24, streamFile);
vgmstream->num_samples = read_32bit(info_offset + 0x2c, streamFile);
vgmstream->loop_start_sample = read_32bit(info_offset + 0x28, streamFile);
vgmstream->sample_rate = read_32bit(info_offset + 0x24, sf);
vgmstream->num_samples = read_32bit(info_offset + 0x2c, sf);
vgmstream->loop_start_sample = read_32bit(info_offset + 0x28, sf);
vgmstream->loop_end_sample = vgmstream->num_samples;
vgmstream->meta_type = meta_FSTM;
vgmstream->layout_type = (channel_count == 1) ? layout_none : layout_interleave;
vgmstream->interleave_block_size = read_32bit(info_offset + 0x34, streamFile);
vgmstream->interleave_last_block_size = read_32bit(info_offset + 0x44, streamFile);
vgmstream->layout_type = (channels == 1) ? layout_none : layout_interleave;
vgmstream->interleave_block_size = read_32bit(info_offset + 0x34, sf);
vgmstream->interleave_last_block_size = read_32bit(info_offset + 0x44, sf);
switch(codec) {
case 0x00:
@ -116,13 +115,13 @@ VGMSTREAM * init_vgmstream_bfstm(STREAMFILE *streamFile) {
int i, c;
off_t channel_indexes, channel_info_offset, coefs_offset;
channel_indexes = info_offset+0x08 + read_32bit(info_offset + 0x1C, streamFile);
channel_indexes = info_offset+0x08 + read_32bit(info_offset + 0x1C, sf);
for (i = 0; i < vgmstream->channels; i++) {
channel_info_offset = channel_indexes + read_32bit(channel_indexes+0x04+(i*0x08)+0x04, streamFile);
coefs_offset = channel_info_offset + read_32bit(channel_info_offset+0x04, streamFile);
channel_info_offset = channel_indexes + read_32bit(channel_indexes+0x04+(i*0x08)+0x04, sf);
coefs_offset = channel_info_offset + read_32bit(channel_info_offset+0x04, sf);
for (c = 0; c < 16; c++) {
vgmstream->ch[i].adpcm_coef[c] = read_16bit(coefs_offset + c*2, streamFile);
vgmstream->ch[i].adpcm_coef[c] = read_16bit(coefs_offset + c*2, sf);
}
}
}
@ -134,10 +133,10 @@ VGMSTREAM * init_vgmstream_bfstm(STREAMFILE *streamFile) {
#if BFSTM_ENABLE_REGION_SUBSONGS
start_offset += bfstm_set_regions(streamFile, vgmstream, region_count, regn_offset, codec, big_endian);
start_offset += bfstm_set_regions(sf, vgmstream, region_count, regn_offset, codec, big_endian);
#endif
if (!vgmstream_open_stream(vgmstream,streamFile,start_offset))
if (!vgmstream_open_stream(vgmstream,sf,start_offset))
goto fail;
return vgmstream;
@ -151,17 +150,16 @@ fail:
/* 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, int big_endian) {
static off_t bfstm_set_regions(STREAMFILE* sf, 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;
int total_subsongs, target_subsong = sf->stream_index;
int32_t (*read_s32)(off_t,STREAMFILE*) = big_endian ? read_s32be : read_s32le;
int16_t (*read_s16)(off_t,STREAMFILE*) = big_endian ? read_s16be : read_s16le;
if (region_count <= 0 && regn_offset == 0 && codec != 0x02)
goto fail;
if (read_32bitBE(regn_offset, streamFile) != 0x5245474E) /* "REGN" */
if (!is_id32be(regn_offset, sf, "REGN"))
goto fail;
/* pretend each region is a subsong, but use first subsong as the whole file,
@ -171,61 +169,74 @@ 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;
int ch;
off_t region_start, region_end, block_size;
/* target region info */
int32_t sample_start = read_s32(regn_offset + 0x20 + (target_subsong-2)*0x100 + 0x00, sf);
int32_t sample_end = read_s32(regn_offset + 0x20 + (target_subsong-2)*0x100 + 0x04, sf) + 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 0x08 frame */
/* samples-to-bytes, approximate since regions' samples can land in the middle of a 0x08 frame */
if (sample_start % 14) {
/* can't decode in the middle of a nibble ATM so align to frame */
//VGM_LOG("BFSTM: sample align %i, %i\n", sample_start % 14, sample_end % 14);
sample_start -= sample_start % 14;
sample_end -= sample_start % 14;
}
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 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);
/* adjust region to closest block + use interleave first to correctly skip to first sample */
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);
off_t region_skip = (region_start % block_size);
//;VGM_LOG("BFSTM: new region start=%lx - %lx\n", region_start, region_skip);
/* 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);
/* use interleave first to skip to correct offset */
vgmstream->interleave_first_block_size = (block_size - region_skip) / vgmstream->channels;
vgmstream->interleave_first_skip = (region_skip) / vgmstream->channels;
region_start = region_start - region_skip + vgmstream->interleave_first_skip; /* now aligned */
}
//;VGM_LOG("BFSTM: region align=%i, skip=%i, start=%i, end=%i\n", sample_aligned, sample_skip, sample_start, sample_end);
//;VGM_LOG("BFSTM: region=%lx, adpcm=%lx, start=%i, end=%i\n", region_start, adpcm_offset, sample_start, sample_end);
start_offset = region_start;
if (sample_end != vgmstream->num_samples) /* not exact but... */
vgmstream->interleave_last_block_size = 0;
/* sample_end doesn't fall in last block, interleave last doesn't apply */
{
int32_t block_samples = dsp_bytes_to_samples(block_size, vgmstream->channels);
int32_t samples_align = vgmstream->num_samples / block_samples * block_samples;
if (sample_end < samples_align)
vgmstream->interleave_last_block_size = 0;
}
vgmstream->num_samples = sample_skip + (sample_end - sample_start);
vgmstream->loop_start_sample = sample_skip;
vgmstream->num_samples = /*sample_skip +*/ (sample_end - sample_start);
#if 0
/* this makes sense in SM3D World, but not in Zelda BotW */
vgmstream->loop_start_sample = 0;;
vgmstream->loop_end_sample = vgmstream->num_samples;
#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++) {
vgmstream->ch[i].adpcm_history1_16 = read_16bit(adpcm_offset+0x02+0x00, streamFile);
vgmstream->ch[i].adpcm_history2_16 = read_16bit(adpcm_offset+0x02+0x02, streamFile);
/* region_start points to correct frame (when compared to ADPCM predictor), but not sure if hist
* is for exact nibble rather than first (sounds ok though) */
for (ch = 0; ch < vgmstream->channels; ch++) {
/* 0x00: ADPCM predictor */
vgmstream->ch[ch].adpcm_history1_16 = read_s16(adpcm_offset + 0x02 + 0x06*ch, sf);
vgmstream->ch[ch].adpcm_history2_16 = read_s16(adpcm_offset + 0x04 + 0x06*ch, sf);
}
}
else {
start_offset = 0;
stream_size = get_streamfile_size(streamFile);
stream_size = get_streamfile_size(sf);
}
vgmstream->num_streams = total_subsongs;
/* for now don't show subsongs since some regions are a bit strange */
//vgmstream->num_streams = total_subsongs;
vgmstream->stream_size = stream_size;
return start_offset;