bnnm
c27fa563b4
Fix missing samples in last block
2018-04-13 16:47:33 +02:00
bnnm
887ceec4cd
Simplify WVE block parsing by ignoring empty blocks
2018-04-13 16:46:24 +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
dd64be04dd
Simplify block parsing by just having 0 samples on empty blocks
2018-04-12 23:37:05 +02:00
bnnm
6f4388045e
Add ps_cfg_bytes_to_samples for clarity
2018-04-12 23:21:53 +02:00
bnnm
6f3522348e
Allow blocks with 0 samples (ignored, then next block is called)
...
Happens in Kakuto Chojin .stx, can be used to simplify some blocks
parsers so they don't have to manually search for next valid block and
can just set 0 samples if empty block is found.
Also move block_update code since it was getting a bit unwieldy.
2018-04-12 22:51:24 +02:00
bnnm
dacac7f9b4
Fix missing .rpgmvo extension
2018-04-12 22:46:59 +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
Christopher Snowhill
806f703bcd
Updated libatrac9.dll binary and signature.
2018-04-10 15:47:44 -07:00
Christopher Snowhill
2f93dc2a45
Merge pull request #213 from bnnm/master
...
Fix ATRAC9 regression
2018-04-10 15:41:32 -07:00
bnnm
6d81db7cc3
Fix ATRAC9 regression
2018-04-10 21:01:30 +02:00
Christopher Snowhill
94f65eb661
Update libatrac9.dll binary and signature.
2018-04-08 19:27:27 -07:00
Christopher Snowhill
7a458c0bc3
Merge pull request #212 from bnnm/ubi-misc
...
Ubi, misc
2018-04-07 19:48:21 -07:00
bnnm
27087edea2
Add .rpgmvo Ogg [RPG Maker MV games]
2018-04-07 19:04:06 +02:00
bnnm
bf4898a770
Fix 6ch EAlayer3 in EA SCHl [Medal of Honor 2010 (PC)]
2018-04-07 13:56:20 +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
36c00208d9
Fix correctly test.exe -L
2018-04-07 12:11:30 +02:00
bnnm
254f980a50
Improve layered layout bitrate calculation
2018-04-07 11:44:29 +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
Christopher Snowhill
aaedb81c2e
Merge pull request #211 from bnnm/quick-fixes
...
Quick fixes
2018-04-01 18:15:04 -07:00
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
Christopher Snowhill
35bede85fe
Merge pull request #209 from haspor/master
...
Android change for streamfile
2018-03-31 17:54:45 -07:00
Christopher Snowhill
3ef2f62ad1
Merge pull request #210 from bnnm/aica-layers-eatrax-misc
...
AICA, layers, EATrax, misc
2018-03-31 17:54:33 -07:00
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
7a08ea263f
Add FFmpeg fake header/header_size check to simplify some calls
2018-03-31 13:07:26 +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
00aaf8fe02
Remove old XMA2 v3 to v4 transformation since FFmpeg now parses both
2018-03-30 22:14:32 +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
f87284026a
Fix test.exe -L creating "smpl" chunk but also looping the song
...
Since one would to to control looping using the "smpl" chunk it makes no
sense for vgmstream to loop the song.
Also write "smpl" before "data" as it looks cooler
2018-03-30 21:33:14 +02:00
bnnm
da568d47c3
Remove incorrect comment and move code around
2018-03-30 21:29:32 +02:00
bnnm
d990d8b8cd
Rename scd_int_layout.c to layered.c for consistency
2018-03-30 21:29:11 +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