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https://github.com/vgmstream/vgmstream.git
synced 2024-11-23 22:41:05 +01:00
Added standalone Ubi APM parser
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@ -70,6 +70,7 @@ static const char* extension_list[] = {
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"ao",
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"ap",
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"apc",
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"apm",
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"as4",
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"asbin",
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"asd",
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@ -1286,6 +1287,7 @@ static const meta_info meta_info_list[] = {
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{meta_OPUS, "Nintendo Switch OPUS header"},
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{meta_PC_AST, "Capcom AST (PC) header"},
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{meta_UBI_SB, "Ubisoft SBx header"},
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{meta_UBI_APM, "Ubisoft APM header"},
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{meta_NAAC, "Namco NAAC header"},
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{meta_EZW, "EZ2DJ EZWAVE header"},
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{meta_VXN, "Gameloft VXN header"},
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@ -720,6 +720,7 @@
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<ClCompile Include="meta\txtp.c" />
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<ClCompile Include="meta\txtp_parser.c" />
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<ClCompile Include="meta\txtp_process.c" />
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<ClCompile Include="meta\ubi_apm.c" />
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<ClCompile Include="meta\ubi_bao.c" />
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<ClCompile Include="meta\ubi_ckd.c" />
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<ClCompile Include="meta\ubi_ckd_cwav.c" />
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@ -1990,6 +1990,9 @@
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<ClCompile Include="meta\txtp_process.c">
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<Filter>meta\Source Files</Filter>
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</ClCompile>
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<ClCompile Include="meta\ubi_apm.c">
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<Filter>meta\Source Files</Filter>
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</ClCompile>
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<ClCompile Include="meta\ubi_bao.c">
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<Filter>meta\Source Files</Filter>
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</ClCompile>
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@ -634,6 +634,7 @@ VGMSTREAM * init_vgmstream_ubi_dat(STREAMFILE * streamFile);
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VGMSTREAM * init_vgmstream_ubi_bnm(STREAMFILE * streamFile);
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VGMSTREAM * init_vgmstream_ubi_bnm_ps2(STREAMFILE * streamFile);
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VGMSTREAM * init_vgmstream_ubi_blk(STREAMFILE * streamFile);
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VGMSTREAM * init_vgmstream_ubi_apm(STREAMFILE * streamFile);
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VGMSTREAM * init_vgmstream_ezw(STREAMFILE * streamFile);
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85
src/meta/ubi_apm.c
Normal file
85
src/meta/ubi_apm.c
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@ -0,0 +1,85 @@
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#include "meta.h"
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#include "../coding/coding.h"
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/* .APM - seen in old Ubisoft games [Rayman 2: The Great Escape (PC), Donald Duck: Goin' Quackers (PC)] */
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VGMSTREAM* init_vgmstream_ubi_apm(STREAMFILE* sf) {
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VGMSTREAM* vgmstream = NULL;
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uint32_t channels, sample_rate, file_size, nibble_size;
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off_t start_offset;
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int loop_flag;
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uint32_t i;
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if (read_u16le(0x00, sf) != 0x2000 || !is_id32be(0x14, sf, "vs12"))
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goto fail;
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if (!check_extensions(sf, "apm"))
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goto fail;
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/* (info from https://github.com/Synthesis/ray2get)
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* 0x00(2): format tag (0x2000 for Ubisoft ADPCM)
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* 0x02(2): channels
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* 0x04(4): sample rate
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* 0x08(4): byte rate? PCM samples?
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* 0x0C(2): block align
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* 0x0E(2): bits per sample
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* 0x10(4): header size
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* 0x14(4): "vs12"
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* 0x18(4): file size
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* 0x1C(4): nibble size
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* 0x20(4): -1?
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* 0x24(4): 0?
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* 0x28(4): high/low nibble flag (when loaded in memory)
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* 0x2C(N): ADPCM info per channel, last to first
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* - 0x00(4): ADPCM hist
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* - 0x04(4): ADPCM step index
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* - 0x08(4): copy of ADPCM data (after interleave, ex. R from data + 0x01)
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* 0x60(4): "DATA"
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* 0x64(N): ADPCM data
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*/
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channels = read_u16le(0x02, sf);
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sample_rate = read_u32le(0x04, sf);
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file_size = read_u32le(0x18, sf);
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nibble_size = read_u32le(0x1c, sf);
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start_offset = 0x64;
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if (file_size != get_streamfile_size(sf))
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goto fail;
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if (nibble_size > (file_size - start_offset))
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goto fail;
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if (!is_id32be(0x60, sf, "DATA"))
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goto fail;
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loop_flag = 0;
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/* build the VGMSTREAM */
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vgmstream = allocate_vgmstream(channels, loop_flag);
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if (!vgmstream) goto fail;
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vgmstream->meta_type = meta_UBI_APM;
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vgmstream->coding_type = coding_DVI_IMA_int;
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vgmstream->layout_type = layout_interleave;
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vgmstream->interleave_block_size = 0x01;
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vgmstream->sample_rate = sample_rate;
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vgmstream->num_samples = ima_bytes_to_samples(file_size - start_offset, channels);
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/* read initial hist (last to first) */
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for (i = 0; i < channels; i++) {
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vgmstream->ch[i].adpcm_history1_32 = read_s32le(0x2c + 0x0c * (channels - 1 - i) + 0x00, sf);
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vgmstream->ch[i].adpcm_step_index = read_s32le(0x2c + 0x0c * (channels - 1 - i) + 0x04, sf);
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}
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//todo supposedly APM IMA removes lower 3b after assigning step, but wave looks a bit off (Rayman 2 only?):
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// ...; step = adpcm_table[step_index]; delta = (step >> 3); step &= (~7); ...
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if (!vgmstream_open_stream(vgmstream, sf, start_offset))
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goto fail;
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return vgmstream;
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fail:
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close_vgmstream(vgmstream);
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return NULL;
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}
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@ -1196,27 +1196,7 @@ static VGMSTREAM* init_vgmstream_ubi_sb_base(ubi_sb_header* sb, STREAMFILE* sf_h
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case FMT_APM:
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/* APM is a full format though most fields are repeated from .bnm
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* (info from https://github.com/Synthesis/ray2get)
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* 0x00(2): format tag (0x2000 for Ubisoft ADPCM)
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* 0x02(2): channels
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* 0x04(4): sample rate
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* 0x08(4): byte rate? PCM samples?
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* 0x0C(2): block align
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* 0x0E(2): bits per sample
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* 0x10(4): header size
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* 0x14(4): "vs12"
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* 0x18(4): file size
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* 0x1C(4): nibble size
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* 0x20(4): -1?
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* 0x24(4): 0?
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* 0x28(4): high/low nibble flag (when loaded in memory)
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* 0x2C(N): ADPCM info per channel, last to first
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* - 0x00(4): ADPCM hist
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* - 0x04(4): ADPCM step index
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* - 0x08(4): copy of ADPCM data (after interleave, ex. R from data + 0x01)
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* 0x60(4): "DATA"
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* 0x64(N): ADPCM data
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*/
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* see ubi_apm.c for documentation */
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vgmstream->coding_type = coding_DVI_IMA_int;
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vgmstream->layout_type = layout_interleave;
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@ -290,6 +290,7 @@ init_vgmstream_t init_vgmstream_functions[] = {
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init_vgmstream_ubi_bnm_ps2,
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init_vgmstream_ubi_dat,
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init_vgmstream_ubi_blk,
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init_vgmstream_ubi_apm,
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init_vgmstream_ezw,
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init_vgmstream_vxn,
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init_vgmstream_ea_snr_sns,
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@ -548,6 +548,7 @@ typedef enum {
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meta_PC_AST, /* Dead Rising (PC) */
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meta_NAAC, /* Namco AAC (3DS) */
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meta_UBI_SB, /* Ubisoft banks */
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meta_UBI_APM, /* Ubisoft APM */
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meta_EZW, /* EZ2DJ (Arcade) EZWAV */
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meta_VXN, /* Gameloft mobile games */
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meta_EA_SNR_SNS, /* Electronic Arts SNR+SNS (Burnout Paradise) */
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