Added standalone Ubi APM parser

This commit is contained in:
NicknineTheEagle 2024-10-29 11:06:19 +03:00
parent 2f712b6c5b
commit b5e0b7c7d0
8 changed files with 95 additions and 21 deletions

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@ -70,6 +70,7 @@ static const char* extension_list[] = {
"ao",
"ap",
"apc",
"apm",
"as4",
"asbin",
"asd",
@ -1286,6 +1287,7 @@ static const meta_info meta_info_list[] = {
{meta_OPUS, "Nintendo Switch OPUS header"},
{meta_PC_AST, "Capcom AST (PC) header"},
{meta_UBI_SB, "Ubisoft SBx header"},
{meta_UBI_APM, "Ubisoft APM header"},
{meta_NAAC, "Namco NAAC header"},
{meta_EZW, "EZ2DJ EZWAVE header"},
{meta_VXN, "Gameloft VXN header"},

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@ -720,6 +720,7 @@
<ClCompile Include="meta\txtp.c" />
<ClCompile Include="meta\txtp_parser.c" />
<ClCompile Include="meta\txtp_process.c" />
<ClCompile Include="meta\ubi_apm.c" />
<ClCompile Include="meta\ubi_bao.c" />
<ClCompile Include="meta\ubi_ckd.c" />
<ClCompile Include="meta\ubi_ckd_cwav.c" />

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@ -1990,6 +1990,9 @@
<ClCompile Include="meta\txtp_process.c">
<Filter>meta\Source Files</Filter>
</ClCompile>
<ClCompile Include="meta\ubi_apm.c">
<Filter>meta\Source Files</Filter>
</ClCompile>
<ClCompile Include="meta\ubi_bao.c">
<Filter>meta\Source Files</Filter>
</ClCompile>

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@ -634,6 +634,7 @@ VGMSTREAM * init_vgmstream_ubi_dat(STREAMFILE * streamFile);
VGMSTREAM * init_vgmstream_ubi_bnm(STREAMFILE * streamFile);
VGMSTREAM * init_vgmstream_ubi_bnm_ps2(STREAMFILE * streamFile);
VGMSTREAM * init_vgmstream_ubi_blk(STREAMFILE * streamFile);
VGMSTREAM * init_vgmstream_ubi_apm(STREAMFILE * streamFile);
VGMSTREAM * init_vgmstream_ezw(STREAMFILE * streamFile);

85
src/meta/ubi_apm.c Normal file
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@ -0,0 +1,85 @@
#include "meta.h"
#include "../coding/coding.h"
/* .APM - seen in old Ubisoft games [Rayman 2: The Great Escape (PC), Donald Duck: Goin' Quackers (PC)] */
VGMSTREAM* init_vgmstream_ubi_apm(STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
uint32_t channels, sample_rate, file_size, nibble_size;
off_t start_offset;
int loop_flag;
uint32_t i;
if (read_u16le(0x00, sf) != 0x2000 || !is_id32be(0x14, sf, "vs12"))
goto fail;
if (!check_extensions(sf, "apm"))
goto fail;
/* (info from https://github.com/Synthesis/ray2get)
* 0x00(2): format tag (0x2000 for Ubisoft ADPCM)
* 0x02(2): channels
* 0x04(4): sample rate
* 0x08(4): byte rate? PCM samples?
* 0x0C(2): block align
* 0x0E(2): bits per sample
* 0x10(4): header size
* 0x14(4): "vs12"
* 0x18(4): file size
* 0x1C(4): nibble size
* 0x20(4): -1?
* 0x24(4): 0?
* 0x28(4): high/low nibble flag (when loaded in memory)
* 0x2C(N): ADPCM info per channel, last to first
* - 0x00(4): ADPCM hist
* - 0x04(4): ADPCM step index
* - 0x08(4): copy of ADPCM data (after interleave, ex. R from data + 0x01)
* 0x60(4): "DATA"
* 0x64(N): ADPCM data
*/
channels = read_u16le(0x02, sf);
sample_rate = read_u32le(0x04, sf);
file_size = read_u32le(0x18, sf);
nibble_size = read_u32le(0x1c, sf);
start_offset = 0x64;
if (file_size != get_streamfile_size(sf))
goto fail;
if (nibble_size > (file_size - start_offset))
goto fail;
if (!is_id32be(0x60, sf, "DATA"))
goto fail;
loop_flag = 0;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channels, loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_UBI_APM;
vgmstream->coding_type = coding_DVI_IMA_int;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = 0x01;
vgmstream->sample_rate = sample_rate;
vgmstream->num_samples = ima_bytes_to_samples(file_size - start_offset, channels);
/* read initial hist (last to first) */
for (i = 0; i < channels; i++) {
vgmstream->ch[i].adpcm_history1_32 = read_s32le(0x2c + 0x0c * (channels - 1 - i) + 0x00, sf);
vgmstream->ch[i].adpcm_step_index = read_s32le(0x2c + 0x0c * (channels - 1 - i) + 0x04, sf);
}
//todo supposedly APM IMA removes lower 3b after assigning step, but wave looks a bit off (Rayman 2 only?):
// ...; step = adpcm_table[step_index]; delta = (step >> 3); step &= (~7); ...
if (!vgmstream_open_stream(vgmstream, sf, start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}

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@ -1196,27 +1196,7 @@ static VGMSTREAM* init_vgmstream_ubi_sb_base(ubi_sb_header* sb, STREAMFILE* sf_h
case FMT_APM:
/* APM is a full format though most fields are repeated from .bnm
* (info from https://github.com/Synthesis/ray2get)
* 0x00(2): format tag (0x2000 for Ubisoft ADPCM)
* 0x02(2): channels
* 0x04(4): sample rate
* 0x08(4): byte rate? PCM samples?
* 0x0C(2): block align
* 0x0E(2): bits per sample
* 0x10(4): header size
* 0x14(4): "vs12"
* 0x18(4): file size
* 0x1C(4): nibble size
* 0x20(4): -1?
* 0x24(4): 0?
* 0x28(4): high/low nibble flag (when loaded in memory)
* 0x2C(N): ADPCM info per channel, last to first
* - 0x00(4): ADPCM hist
* - 0x04(4): ADPCM step index
* - 0x08(4): copy of ADPCM data (after interleave, ex. R from data + 0x01)
* 0x60(4): "DATA"
* 0x64(N): ADPCM data
*/
* see ubi_apm.c for documentation */
vgmstream->coding_type = coding_DVI_IMA_int;
vgmstream->layout_type = layout_interleave;

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@ -290,6 +290,7 @@ init_vgmstream_t init_vgmstream_functions[] = {
init_vgmstream_ubi_bnm_ps2,
init_vgmstream_ubi_dat,
init_vgmstream_ubi_blk,
init_vgmstream_ubi_apm,
init_vgmstream_ezw,
init_vgmstream_vxn,
init_vgmstream_ea_snr_sns,

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@ -548,6 +548,7 @@ typedef enum {
meta_PC_AST, /* Dead Rising (PC) */
meta_NAAC, /* Namco AAC (3DS) */
meta_UBI_SB, /* Ubisoft banks */
meta_UBI_APM, /* Ubisoft APM */
meta_EZW, /* EZ2DJ (Arcade) EZWAV */
meta_VXN, /* Gameloft mobile games */
meta_EA_SNR_SNS, /* Electronic Arts SNR+SNS (Burnout Paradise) */