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bnnm 2021-09-26 19:32:00 +02:00
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@ -369,6 +369,15 @@ Follow emscripten's installation instructions:
- https://emscripten.org/docs/getting_started/downloads.html - https://emscripten.org/docs/getting_started/downloads.html
- https://emscripten.org/docs/compiling/Building-Projects.html#building-projects - https://emscripten.org/docs/compiling/Building-Projects.html#building-projects
Though basically:
```
git clone https://github.com/emscripten-core/emsdk
cd emsdk
./emsdk install latest
./emsdk activate latest
source ./emsdk_env.sh
```
Then you should be able to build it on Linux (Windows would be possible too, but it has some issues at the moment), for example: Then you should be able to build it on Linux (Windows would be possible too, but it has some issues at the moment), for example:
``` ```
git clone https://github.com/vgmstream/vgmstream git clone https://github.com/vgmstream/vgmstream

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@ -136,104 +136,68 @@ loop_mode = auto
Note that the number of channels is the sum of all layers so three 2ch layers play as a 6ch file (you can manually downmix using mixing commands, described later, since vgmstream can't guess if the result should be stereo or 5.1 audio). Note that the number of channels is the sum of all layers so three 2ch layers play as a 6ch file (you can manually downmix using mixing commands, described later, since vgmstream can't guess if the result should be stereo or 5.1 audio).
### Mixed groups ### Mixed group mode
You can set "groups" to 'fold' various files into one, as layers or segments, to allow complex cases. This is an advanced setting for complex cases, so read this after understanding other features first. You can set "groups" to 'fold' various files into one, as layers or segments, to allow complex mix of segments and layers in the same file. This is a rather advanced setting, so it's explained in detail later (also read other sections first). Most common usage would be:
``` ```
# commands to make two 6ch segments with layered intro + layered loop: # 1st segment: file of 2ch
# group isn't needed here
bgm1_intro.fsb
# - set introA+B+C as layer (this group becomes position 1, and loopA_2ch position 2) # 2nd segment: layer 2 files ("L") and keep it 2ch
introA_2ch.at3 #position 1 # equivalent to including a separate .txtp of "mode = layers" with downmixing info (layer-v)
introB_2ch.at3 # note that after the internal bgm1_music/vocal aren't "visible" below
introC_2ch.at3 bgm1_music.fsb
group = 1L3 bgm1_vocal.fsb
group = -L2 #@layer-v
# - set loopA+B+C as layer (this group becomes position 2) # final result: groups of 2 segments ("S") above
loopA_2ch.at3 #position 4 # like making a .txtp of "mode = segments" with 1st .fsb and 2nd .txtp
loopB_2ch.at3 # b/c "mode = segments" is the default, this last group can be ommited (it's here for clarity)
loopC_2ch.at3 group = -S2
group = 2L3
# - play both as segments (this step is optional if using mode = segments) # loop last segment
group = S2 loop_mode = auto
# same thing, points to 2nd segment in "final group", but not that clear with groups
#loop_start_segment = 2
```
# - set loop start loopA+B+C (new position 2, not original position 4) ```
loop_start_segment = 2 # group segment of 3, note that in groups you always need to set number of items
bgm2_main_a.fsb
bgm2_main_b.fsb
bgm2_main_c.fsb
group = -S3
# optional, to avoid "segments" default (for debugging) # another group segment of 3
bgm2_vocal_a.fsb
bgm2_vocal_b.fsb
bgm2_vocal_c.fsb
group = -S3
# final result: layer of 2 groups above
group = -L2 #@layer-v
# optional to avoid "segments" default (for debugging, errors if files don't group correctly)
mode = mixed mode = mixed
``` ```
From TXTP's perspective, it starts with N separate files and every command joins some files to make a single new "file", so positions are reassigned. End result after all grouping will be a single, final "file" that may contain groups within groups. It's pretty flexible so you can express similar things in various ways:
``` ```
# commands to make a 6ch with segmented intro + loop: # "selectable" (pseudo-random) group, plays 1st internal file only (change to >2 to play 2nd and so on)
introA_2ch.at3 bgm2_intro_a.fsb
mainA_2ch.at3 bgm2_intro_b.fsb
group = -R2>1
introB_2ch.at3 # main bgm, also sets this point as loop start
mainB_2ch.at3 bgm3_main.fsb #@loop
introC_2ch.at3 # implicitly loop end
mainC_2ch.at3 bgm3_outro.fsb
# - group intro/main pairs as segments, starting from 1 and repeating for A/B/C # defaults to segments one of the intros with main bgm
group = S2R
# - play all as layer (can't set loop_start_segment in this case)
mode = layers
# you could also set: group = L and mode = mixed, same thing
``` ```
### Group definition You mix group and groups just like you would mix .txtp with .txtp, resulting in files any combo of single files, layers and segments. Indentation is optional for clarity.
`group` can go anywhere in the .txtp, as many times as needed (groups are read and kept in an list that is applied in order at the end). Format is `(position)(type)(count)(repeat)`:
- `position`: file start (optional, default is 1 = first, or set `-` for auto from prev N files)
- `type`: group as `S`=segments, `L`=layers, or `R`=pseudo-random
- `count`: number of files in group (optional, default is all)
- `repeat`: R=repeat group of `count` files until end (optional, default is no repeat)
- `>file`: select file (for pseudo-random groups)
Examples:
- `L`: take all files as layers (equivalent to `mode = layers`)
- `S`: take all files as segments (equivalent to `mode = segments`)
- `3L2`: layer 2 files starting from file 3
- `2L3R`: group every 3 files from position 2 as layers
- `1S1`: segment of one file (mostly useless but allowed as internal file may have play config)
- `1L1`: layer of one file (same)
- `9999L`: absurd values are ignored
`position` may be `-` = automatic, meaning "start from position in previous `count` before current". If `repeat` is set it's ignored though (assumes first).
```
bgm1.adx
bgm2.adx
group = -L2 #layer prev 2 (will start from pos.1 = bgm1, makes group of bgm1+2 = pos.1)
bgm3.adx
bgm4.adx
group = -L2 #layer prev 2 (will start from pos.2 = bgm3, makes group of bgm3+4 = pos.2)
group = -S2 #segment prev 2 (will start from pos.1 = bgm1+2, makes group of bgm1+2 + bgm3+4)
# uses "previous" because "next files" often creates ambiguous cases
# may mix groups of auto and manual positions too, but results are harder to predict
```
### Pseudo-random groups
Group `R` is meant to help with games that randomly select a file in a group. You can set with `>N` which file will be selected. This way you can quickly edit the TXTP and change the file (you could just comment files too, this is just for convenience in complex cases and testing). You can also set `>-`, meaning "play all", basically turning `R` into `S` (this can be omitted, but it's clearer). Files do need to exist and are parsed before being selected, and it can select groups too.
```
bgm1.adx
bgm2.adx
bgm3.adx
group = -R3>1 #first file, change to >2 for second
```
```
bgm1a.adx
bgm1b.adx
group = -S2
bgm2a.adx
bgm2b.adx
group = -S2
group = -R2>2 #select either group >1 or >2
```
### Silent files ### Silent files
You can put `?.` in an entry to make a silent (non-existing) file. By default takes channels and sample rate of nearby files, can be combined with regular commands to configure. You can put `?.` in an entry to make a silent (non-existing) file. By default takes channels and sample rate of nearby files, can be combined with regular commands to configure.
@ -243,7 +207,7 @@ intro.adx
loop.adx loop.adx
``` ```
It also doubles as a quick "silence this file" while keeping the same structure, for complex cases. The `.` can actually be anywhere after `?`, but must appear before commands to function correctly. It also doubles as a quick "silence this file" while keeping the same structure, for complex cases. The `.` can actually be anywhere after `?`, but must exists before commands to function correctly (basically, don't silence extension-less files).
``` ```
layer1a.adx layer1a.adx
?layer1b.adx ?layer1b.adx
@ -258,36 +222,6 @@ group = -S2
Most of the time you can do the same with `#p`/`#P` padding commands or `#@volume 0.0`. This is mainly for complex engines that combine silent entries in twisted ways. You can't silence `group` with `?group` though since they aren't considered "entries". Most of the time you can do the same with `#p`/`#P` padding commands or `#@volume 0.0`. This is mainly for complex engines that combine silent entries in twisted ways. You can't silence `group` with `?group` though since they aren't considered "entries".
### Other considerations
Internally, `mode = segment/layers` are treated basically as a (default, at the end) group. You can apply commands to the resulting group (rather than the individual files) too. `commands` would be applied to this final group.
```
mainA_2ch.at3
mainB_2ch.at3
group = L #h44100
commands = #h48000 #overwrites
```
Segments and layer settings and rules still apply when making groups, so you may need to adjust groups a bit with commands:
```
# this doesn't need to be grouped
intro_2ch.at3
# this is grouped into a single 4ch file, then auto-downmixed to stereo
# (without downmixing may sound a bit strange since channels from mainB wouldn't mix with intro)
mainA_2ch.at3
mainB_2ch.at3
group = -L2 #@layer-v
# finally resulting layers are played as segments (2ch, 2ch)
# (could set a group = S and omit mode here, too)
mode = segments
# if the last group joins all as segments you can use loop_start
loop_start_segment = 3 #refers to final group at position 2
loop_mode = keep
```
Also see loop anchors to handle looping in some cases.
## TXTP COMMANDS ## TXTP COMMANDS
You can set file commands by adding multiple `#(command)` after the name. `#(space)(anything)` is considered a comment and ignored, as well as any command not understood. You can set file commands by adding multiple `#(command)` after the name. `#(space)(anything)` is considered a comment and ignored, as well as any command not understood.
@ -867,6 +801,135 @@ To simplify TXTP creation, if the .txtp doesn't set a name inside then its filen
- etc - etc
## GROUPS
Groups can be used to achieve complex .txtp in the same file, but can be a bit hard to understand.
### Group definition
`group` can go anywhere in the .txtp, as many times as needed (groups are read and kept in an list that is applied in order at the end). Format is `(position)(type)(count)(repeat)`:
- `position`: file start (optional, default is 1 = first, or set `-` for 'auto from prev N' files)
- `type`: group as `S`=segments, `L`=layers, or `R`=pseudo-random
- `count`: number of files in group (optional, default is all)
- `repeat`: R=repeat group of `count` files until end (optional, default is no repeat)
- `>file`: select file (for pseudo-random groups)
Examples:
- `L`: take all files as layers (equivalent to `mode = layers`)
- `S`: take all files as segments (equivalent to `mode = segments`)
- `-S2`: segment prev 2 files (start is automatically set)
- `-L2`: layer prev 2 files (start is automatically set)
- `3L2`: layer 2 files starting from file 3
- `2L3R`: group every 3 files from position 2 as layers
- `1S1`: segment of one file (mostly useless but allowed as internal file may have play config)
- `1L1`: layer of one file (same)
- `9999L`: absurd values are ignored
### Usage
`position` may be `-` = automatic, meaning "start from position in previous `count` before current". If `repeat` is set it's ignored though (assumes first).
```
bgm1.adx
bgm2.adx
group = -L2 #layer prev 2 (will start from pos.1 = bgm1, makes group of bgm1+2 = pos.1)
bgm3.adx
bgm4.adx
group = -L2 #layer prev 2 (will start from pos.2 = bgm3, makes group of bgm3+4 = pos.2)
group = -S2 #segment prev 2 (will start from pos.1 = bgm1+2, makes group of bgm1+2 + bgm3+4)
# uses "previous" because "next files" often creates ambiguous cases
```
Usually you want automatic positions, but setting them manually may help understanding what's is going on:
```
# - set introA+B+C as layer (this group becomes position 1, and loopA_2ch position 2)
introA_2ch.at3 #position 1
introB_2ch.at3
introC_2ch.at3
group = 1L3
# - set loopA+B+C as layer (this group becomes position 2)
loopA_2ch.at3 #position 4 > becomes position 2 once prev group is applied
loopB_2ch.at3
loopC_2ch.at3
group = 2L3
# - play both as segments (this step is optional if using mode = segments)
group = S2
# one may mix groups of auto and manual positions too, but results are harder to predict
```
From TXTP's perspective, it starts with N separate files and every command joins some to make a single new "file", so positions are reassigned. End result after all grouping must be a single, final "file" that may contain groups within groups.
That also means you don't need to put groups next to files, if you keep virtual positions in mind. It's pretty flexible so you can express similar things in various ways:
```
introA_2ch.at3
mainA_2ch.at3
introB_2ch.at3
mainB_2ch.at3
introC_2ch.at3
mainC_2ch.at3
# - group intro/main pairs as segments, starting from 1 and repeating for A/B/C
# same as writting "group = -S2" x3
group = S2R
# - play all as layer (can't set loop_start_segment in this case)
# you could also set: group = L and mode = mixed, same thing
mode = layers
```
### Pseudo-random groups
Group `R` is meant to help with games that randomly select a file in a group (like some intro or outro). You can set with `>N` which file will be selected. This way you can quickly edit the TXTP and change the file (you could just comment files too, this is just for convenience in complex cases and testing). You can also set `>-`, meaning "play all", basically turning `R` into `S` (this can be omitted, but it's clearer). Files do need to exist and are parsed before being selected, and it can select groups too.
```
bgm1.adx
bgm2.adx
bgm3.adx
group = -R3>1 #first file, change to >2 for second
```
```
bgm1a.adx
bgm1b.adx
group = -S2
bgm2a.adx
bgm2b.adx
group = -S2
group = -R2>2 #select either group >1 or >2
```
### Other considerations
Internally, `mode = segment/layers` are treated basically as a (default, at the end) group. You can apply commands to the resulting group (rather than the individual files) too. `commands` would be applied to this final group.
```
mainA_2ch.at3
mainB_2ch.at3
group = L #h44100
commands = #h48000 #overwrites
```
Segments and layer settings and rules still apply when making groups, so you may need to adjust groups a bit with commands:
```
# this doesn't need to be grouped
intro_2ch.at3
# this is grouped into a single 4ch file, then auto-downmixed to stereo
# (without downmixing may sound a bit strange since channels from mainB wouldn't mix with intro)
mainA_2ch.at3
mainB_2ch.at3
group = -L2 #@layer-v
# finally resulting layers are played as segments (2ch, 2ch)
# (could set a group = S and omit mode here, too)
mode = segments
# if the last group joins all as segments you can use loop_start
loop_start_segment = 3 #refers to final group at position 2
loop_mode = keep
```
Also see loop anchors to handle looping in some cases.
## MIXING ## MIXING
Sometimes games use multiple channels in uncommon ways, for example as layered tracks for dynamic music (like main+vocals), or crossfading a stereo song to another stereo song. In those cases we normally would want a stereo track, but vgmstream can't guess how channels are used (since it's game-dependent). To solve this via TXTP you can set mixing output and volumes manually. Sometimes games use multiple channels in uncommon ways, for example as layered tracks for dynamic music (like main+vocals), or crossfading a stereo song to another stereo song. In those cases we normally would want a stereo track, but vgmstream can't guess how channels are used (since it's game-dependent). To solve this via TXTP you can set mixing output and volumes manually.

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@ -323,7 +323,8 @@ name (e.g. `STREAM.SS0`), but sometimes the actual filename is in other case
You could try adding *symlinks* in various upper/lower/mixed cases to handle this, You could try adding *symlinks* in various upper/lower/mixed cases to handle this,
though only a few formats do this, mainly *Ubisoft* banks. though only a few formats do this, mainly *Ubisoft* banks.
Regular formats without companion files should work fine in upper/lowercase. Regular formats without companion files should work fine in upper/lowercase. For
`.(ext).txth` files make sure `(ext)` matches case too.
### Decryption keys ### Decryption keys
Certain formats have encrypted data, and need a key to decrypt. vgmstream Certain formats have encrypted data, and need a key to decrypt. vgmstream
@ -477,6 +478,26 @@ You can also choose which channels to play using *TXTP*. For example, create
a file named `song.adx#C1,2.txtp` to play only channels 1 and 2 from `song.adx`. a file named `song.adx#C1,2.txtp` to play only channels 1 and 2 from `song.adx`.
*TXTP* also has command to set how files are downmixed. *TXTP* also has command to set how files are downmixed.
### Average bitrate
Note that vgmstream shows the "file bitrate" (counts all data) as opposed to
"codec bitrate" (counts pure audio-only parts). This means bitrate may be
slightly higher (or much higher, if file is bloated) than what encoder
tools or other players may report.
Calculating 100% correct codec bitrate usually needs manual reading of the whole
file, slowing down opening files and needing extra effort by devs for minimal
benefit, so it's not done.
In some cases it's debatable what the codec bitrate is. Unlike MP3/AAC, 48kbps
of raw Vorbis/Opus is unplayable/unusable unless it's packed into .ogg/wem/etc
with extra data, that does increase final file size (thus bitrate) by some percent.
Also, keep in mind video game audio bitrate isn't always a great indicator of quality.
There are many factors in play like encoder, type of codec, sample rate and so on.
A higher bitrate `.wav` can sound worse than a lower `.ogg` (like mono 22050hz `.wav`
vs stereo 48000hz `.ogg`).
## Logged errors and unplayable supported files ## Logged errors and unplayable supported files
Some formats should normally play, but somehow don't. In those cases plugins Some formats should normally play, but somehow don't. In those cases plugins
can print vgmstream's error info to console (for example, `.fsb` with an unknown can print vgmstream's error info to console (for example, `.fsb` with an unknown