2056 Commits

Author SHA1 Message Date
bnnm
84b1b31608 Add .sps in Frostbite(?) containers [Need For Speed Rivals (PS4)] 2018-04-20 00:22:40 +02:00
bnnm
46f333cc8e Remove get_realname from streamfiles as it's not used anymore
It was implemented for Audacious only to open companion NWA files, but
current version has no need for it. In case there is some obscure thing
that needs it, Audacious's vfs.cc should translate or return realnames
transparently, without having to modify other streamfiles.
2018-04-19 22:54:45 +02:00
bnnm
3d2f7e0de2 Clean NWA meta
To open external files it was using get_realname, which only was
actually implemented in Audacious, but Audacious can use get_name to
open external files just fine anyway (for any path, encoding, etc)
2018-04-19 22:44:05 +02:00
bnnm
4a8e8a87e8 Fix some .SNU sample rate [Dead Space 2 (PC)] 2018-04-19 22:40:47 +02:00
bnnm
7d992af25e Fix some EALayer3 skips [Need For Speed Rivals (PS4)]
Uses a custom streamfile to remove .sps blocks for EALayer3, as V2P
needs it since frames may be split between blocks.
2018-04-19 22:26:46 +02:00
bnnm
2268d9c5bf Rename ea_eaac_eatrax_streamfile.h to ea_eaac_streamfile.h 2018-04-19 22:23:09 +02:00
bnnm
271626921a Fix some .MSA 2018-04-19 22:20:18 +02:00
bnnm
a8bb304998 Minor cleanup 2018-04-18 21:03:24 +02:00
bnnm
97874749da Fix possible segfault 2018-04-18 20:41:11 +02:00
bnnm
ee3fae5a37 Minor doc 2018-04-18 20:11:42 +02:00
bnnm
adc7a776f9 Fix some Switch .bfwav interleave/panning; cleanup 2018-04-18 20:10:48 +02:00
bnnm
e8aad5a38a Add FSB key 2018-04-18 20:09:21 +02:00
bnnm
27777a8b75 Add HCA key 2018-04-18 20:08:50 +02:00
bnnm
5435080684 Fix EA SWVR sample rate and PC codec 2018-04-15 02:29:17 +02:00
bnnm
a181a04179 Update docs 2018-04-15 01:47:46 +02:00
bnnm
12cba40baf Add .smc+smh [Wangan Midnight (System 246)] 2018-04-15 01:08:27 +02:00
bnnm
8addfdd0aa Reject .txth in txth parsing as CLI can try to play them 2018-04-15 00:50:05 +02:00
bnnm
56d6cbbf6c Add artificial format TXTP (.txtp)
Used to play separate intro+loop files, mask channels, play subsongs in
single files without having to demux, etc.

Also a channel mask parsing during main render_vgmstream.
2018-04-15 00:48:37 +02:00
bnnm
abd4cc4d56 Fix EA SWVR .stream (MGAV) [Freekstyle (PS2/GC), NASCAR Rumble (PS)] 2018-04-14 02:36:28 +02:00
bnnm
42a79c85f3 Add .fsv WVE extension [Future Cop LAPD (PS1)] 2018-04-13 19:49:45 +02:00
bnnm
c27fa563b4 Fix missing samples in last block 2018-04-13 16:47:33 +02:00
bnnm
0482a120bc Minor cleanup 2018-04-13 16:40:50 +02:00
bnnm
264ee065fa Add missing .ovb and remove .tk1 as was only used for private testing 2018-04-13 00:04:29 +02:00
bnnm
34522fafee Add .eno Ogg [Metronomicon (PC)] 2018-04-12 22:46:18 +02:00
bnnm
028f19533a Fix mono .mcadpcm 2018-04-12 22:44:33 +02:00
bnnm
6ea1c3b2f0 Fix some Ubi LyN incorrectly parsed by Ubi Jade 2018-04-12 22:43:54 +02:00
bnnm
6d81db7cc3 Fix ATRAC9 regression 2018-04-10 21:01:30 +02:00
bnnm
27087edea2 Add .rpgmvo Ogg [RPG Maker MV games] 2018-04-07 19:04:06 +02:00
bnnm
b2766bf137 Add .msb+msh sfx [EyeToy Play (PS2), Ace Combat 2 (PS2)] 2018-04-07 13:35:33 +02:00
bnnm
5ad5943c2a Add .MS/VBX/SLB/OVB extensions;cleanup
- .MS: Test Drive Unlimited (PS2)
- .VBX: THE Taxi 2 (PS2)
- .SLB: THE Nekomura no Hitobito (PS2)
- .OVB: namCollection - Tekken (PS2)
2018-04-07 12:35:18 +02:00
bnnm
d4556f3310 Ignore LyN RIFF as it's parsed in its own file now; cleanup 2018-04-07 11:37:44 +02:00
bnnm
41e60f29da Add Ubi LyN (.sns/son/wav) [Adventures of Tintin, From Dust (multi)] 2018-04-07 11:31:43 +02:00
bnnm
8fab88be8f Remove ps2_psw.c as it's now parsed by ubi_jade.c 2018-04-06 20:55:11 +02:00
bnnm
0d9397ff61 Rename waa_wac_wad_wam.c to ubi_jade.c for clarity 2018-04-06 20:51:51 +02:00
bnnm
0d32bfbf86 Ignore Ubi's Jade games 2018-04-06 20:49:49 +02:00
bnnm
d39e7ec67d Fix Ubi Jade (.wam) [Beyond Good & Evil (PS3), Rayman Rabbids (Wii/PS2)]
Adds X360/PS3/PC support and fixes looping
2018-04-06 20:48:24 +02:00
bnnm
cd1ddd78de Fix some .opus [Resident Evil Revelations (Switch)] 2018-04-01 21:59:53 +02:00
bnnm
22b787b052 Fix some .mcadpcm [Skyrim (Switch)] 2018-04-01 21:59:00 +02:00
bnnm
6ca967eed9 Fix some .sps num samples [Need for Speed Most Wanted (Vita)] 2018-04-01 21:58:35 +02:00
bnnm
9db9ae563a Add .pdt subsongs [Cubic Lode Runner (GC), Muscle Champion (GC)] 2018-04-01 02:15:10 +02:00
bnnm
effe65c934 Tweak PDT header (cleanup) 2018-03-31 20:42:02 +02:00
bnnm
f2aaccc9fb Add .awc XMA [Red Dead Redemption (XMA)] 2018-03-31 20:11:21 +02:00
bnnm
b555a7f52a Add .sps EATrax [FIFA 2015 (Vita)] 2018-03-31 20:10:57 +02:00
bnnm
b35f88159c Add .mcadpcm [Skyrim (Switch)] 2018-03-31 13:28:30 +02:00
bnnm
b7da78e68e Add .PCM+.SRE [Viewtiful Joe (PS2)] 2018-03-31 13:10:57 +02:00
bnnm
0e64480cd0 Add KTSS .ATSL [Sengoku Musou Sanada Maru (Switch)] 2018-03-31 13:06:00 +02:00
bnnm
eda2a4ac34 Fix buggy XNB [Metagalactic Blitz (PC)] 2018-03-31 13:05:17 +02:00
bnnm
94572fede5 Use meta_MP4 for MP4 FFmpeg too, so no need to ifdef 2018-03-30 21:37:11 +02:00
bnnm
c843c350d1 Clean scd_int layout and rename to layered layout for later reuse 2018-03-30 21:28:32 +02:00
bnnm
642c833fcd Simplify STREAMFILE handling in scd_int_layout
It's not the easiest thing to follow so here is what's going on with
STREAMFILEs:
- external player opens base-streamfile, with a base FILE
- meta scd parses stuff, then per DSP channel/layer:
  - open temp-streamfile, which does custom IO with base-streamfile
(doesn't open any FILE)
  - pass temp-streamfile to init_vgmstream_ngc_dsp_std
  - init parses ok, and re-opens temp-streamfile (with custom IO) as its
own dsp-vgmstream-streamfile; internally it does fopen/fdopen the
original FILE from base-streamfile
  - scd_int_layout stores the newly created VGMSTREAM (internally has
the dsp-vgmstream-streamfile too)
  - close temp-streamfile, that doesn't close base-streamfile as it's
wrapped to avoid doing so, nor affects dsp-vgmstream-streamfile in any
way.
- meta parsing is done, so external player closes base-streamfile (but
the re-fopen'ed dsp-vgmstream-streamfile FILE remains)
- vgmstream renders pcm buffers, etc
- finally player calls close_vgmstream
  - scd_int_layout calls close_vgmstream for each stored VGMSTREAM
  - the VGMSTREAM internally closes the dsp-vgmstream-streamfile, which
in turn closes its own FILE

So ultimately all FILEs, STREAMFILEs and their clones should be properly
handled and closed.
2018-03-30 19:14:37 +02:00