Commit Graph

524 Commits

Author SHA1 Message Date
bnnm
666d47ef84 Remove layout_interleave_byte as NGC_DSP_subint is used instead
The layout was designed to do subframe deinterleave (when
less-than-a-frame bytes of each channel are interleaved) in an array and
pass it to "mem" decoders.

In practice this only happens in a handful of formats, was only used
with DSP, and since making "mem" decoders is required it's simpler to
make normal decoders handling the byte layout directly.

In an effort to simplify vgmstream's layouts, code, and other esoteric
features I changed the old decode_ngc_dsp_mem for decode_ngc_dsp_subint;
results are byte-exact.
2017-12-06 21:12:42 +01:00
bnnm
98b4f8c5b1 Add NGC DSP subinterleave decoder
Meant to replace layout_interleave_byte
2017-12-06 21:04:04 +01:00
bnnm
53698db7c3 Add vgmstream_force_loop, comments (API cleanup) 2017-12-06 16:55:41 +01:00
bnnm
3380451c80 Code cleanup (renames, comments, nitpicks) 2017-12-06 15:32:52 +01:00
bnnm
48795333e1 Fix mpeg_bytes_to_samples in newer libmpg123, by saving initial info 2017-12-03 17:24:32 +01:00
bnnm
6072d17f50 Add EA MicroTalk decoder [FIFA 2001 PS2, Ultima IX voices] 2017-12-03 13:44:55 +01:00
bnnm
e3de403c9f Add Ultima IX .FLX (EA-XA/PCM) 2017-12-03 01:41:25 +01:00
bnnm
b9c3bd9a01 Add Neversoft .OGG [Gun (GC)] 2017-12-02 16:33:43 +01:00
bnnm
7d9e5a93e4 Make MPEG custom decoder use their own data buffer instead sharing one
In rare cases (ex. EALayer3) mpg123 may need several passes to feed one
stream's data buffer, and meanwhile other streams would overwrite it
2017-12-01 20:02:30 +01:00
bnnm
e2c059bc31 Add EA .SNS+SNR / .SPS [Burnout Crash, NFS Hot Pursuit PS3] 2017-12-01 17:27:49 +01:00
bnnm
77b849a024 Add Gameloft .VXN [Mobile games] 2017-11-27 20:22:10 +01:00
Christopher Snowhill
3bdd5616df
Merge branch 'master' into master 2017-11-25 17:34:45 -08:00
bnnm
2889765c5c Fix EA SNU looping not properly saving block state 2017-11-26 01:25:27 +01:00
bnnm
db3af4d407 Rename some blocked layouts for clarity (hopefully) 2017-11-25 01:18:27 +01:00
bnnm
d0be7e0c36 Minor tweaks/comments/renames/etc 2017-11-25 00:43:18 +01:00
bnnm
7c7af0bf18 Rename *_DE2 to _*DEC for consistency and since it was first 2017-11-23 22:48:11 +01:00
bnnm
17da12f324 Add Namco AAC (.naac) [Ace Combat: Assault Horizon Legacy (3DS)] 2017-11-23 22:32:31 +01:00
bxaimc
ed36ae44a3 Add EZW for EZ2DJ (Arcade) 2017-11-21 21:30:48 -05:00
bnnm
8363e26b88 Unify IMA/IMA_int with standard IMA decoder + add stereo IMA 2017-11-19 03:32:21 +01:00
bnnm
ea634ad473 Add 3DS IMA for BCSTM and fix old IMA regression (HWAS/SWAV/SAD/AUD/etc)
Standard IMA algorithm was changed for BCSTM, subtly altering regular
IMA's waveforms (not too audible). Now this 3DS variation is separate.
2017-11-18 22:25:44 +01:00
bnnm
79c5cfab49 Clean EA 1SNh/EACS (ea_old) and fix some bugs/looping 2017-11-18 02:20:52 +01:00
bnnm
4a2cf9dd91 Fuse EACS and DVI IMA decoder into a configurable IMA decoder
EACS was just DVI (high nibble first) with stereo and mono modes, while
old DVI was mono only.
This unifies both decoders, so DVI_IMA (not interleaved) works with mono
and stereo while DVI_IMA_int (interleaved) forces mono.
Some metas needed to explicitly set DVI_IMA_int but others work with no
change.
2017-11-17 17:18:17 +01:00
bnnm
4dfbc3cf6a Improve CD-XA detection and RIFF-less support; minor XA code cleanup 2017-11-16 19:47:42 +01:00
bnnm
2ad3d432f1 Rename pcm.c > scd_pcm.c (cleanup) 2017-11-16 00:41:06 +01:00
bnnm
0cf9600791 Clean/separate PS2 .PCM and fix looping in some cases 2017-11-16 00:32:22 +01:00
bnnm
6c141a6582 Clean .dvi/.kcey and add proper .PCM extension 2017-11-15 23:26:38 +01:00
bnnm
82b1f235de Remove/simplify formats.h and move to vgmstream.h for simpler API 2017-11-10 20:26:44 +01:00
bnnm
66be677f56 Add Ubisoft .sb0..N + ss0/ls0..N banks + Ubisoft ADPCM [Ubi PoP trilogy] 2017-11-05 17:06:40 +01:00
Christopher Snowhill
b316b0ec33
Merge pull request #136 from bnnm/bgw-sab-etc
BGW, SAB, etc
2017-10-28 18:22:12 -07:00
bnnm
2a57dda6d9 Add/fix SAB+SOB [Worms 4 PC/PS2/Xb] 2017-10-27 18:53:17 +02:00
bnnm
d09dc9739b Add encrypted ATRAC3 BGW [Final Fantasy XI PC] 2017-10-27 18:50:06 +02:00
bxaimc
0d440dbecd Added AST (ASTL) variant for Dead Rising (PC). Looping is disabled due to being non-trivial; it will need to be fixed eventually. 2017-10-20 21:06:49 -04:00
bnnm
c770490b3d Add AL2 meta + A-law decoder [Conquest of Elysium 3 (PC)] 2017-10-08 17:51:54 +02:00
bnnm
16786b78d4 Add .opus [Lego City Undercover] 2017-09-30 01:27:47 +02:00
bnnm
abaefd17cd Rename wwise_opus to switch_opus as it's apparently so 2017-09-30 00:16:40 +02:00
bnnm
8a8ebe3e24 Minor renames for style (ps3_xvag > xvag, x360_nub > nub_xma) 2017-09-29 23:37:20 +02:00
bnnm
8aae6ed794 Fix multichannel EA-XMA [Dante's Inferno (X360)] 2017-09-29 23:28:27 +02:00
bnnm
9f90ca9181 Improve XNB [Dragon's Blade (Android)]; add .DA wav; extra exts 2017-09-24 22:27:33 +02:00
bnnm
6da7a86cc4 Add FFmpeg custom IO callbacks for data transmogrifiers
Those are custom read/seeks that can transform data on the fly, for
games that use variations of regular FFmpeg codecs. When FFmpeg tries to
read N bytes, the code may read less/more but still fill the buffer with
N transformed bytes. Must handle "real" (data) and "virtual"
(transformed) offset/sizes.

Works with fake headers too, but "virtual" offset/size now include the
fake header, as I found hard to keep in mind when the header_size was
being added/substracted (could be clearer).
2017-09-24 18:40:59 +02:00
bnnm
d644d2f9f7 Add HCA key detection and key list
Updated the meta a bit so it's closer to others and optimized some
mallocs, as it was a bit hard to understand for me so I hope it's for
the better
2017-09-17 03:41:36 +02:00
bnnm
d46996a642 Improve Guitar Hero II multi-streams with block layout
Fixes partially by ignoring last stream, as it can be half sample rate
2017-08-28 20:05:03 +02:00
bnnm
41b22c2699 Add AWC PCM/IMA (non-encrypted only) [GTA5 (PC)] 2017-08-28 16:07:09 +02:00
bnnm
953022b983 Add AWC MP3 [Red Dead Redemption (PS3), GTA5 (PS3)] 2017-08-28 15:14:24 +02:00
bnnm
5d12d6fb67 Add big endian mode to coding_PCM16LE_int and rename to coding_PCM16_int 2017-08-27 22:17:13 +02:00
bnnm
adb225c180 Add EA SNU + EA-XAS decoder + SNS blocks [Dead Space, The Godfather 2] 2017-08-20 02:18:48 +02:00
bnnm
d9fb118412 Add BINK multi-stream support and v2 header 2017-08-18 19:24:19 +02:00
bnnm
6642607d0e Add FSB5 PCMFLOAT + decoder [Anima Gate of Memories (PC)] 2017-08-18 18:54:21 +02:00
bnnm
ade662e023 Redo Angel STM: add PCM, adjust looping, unify code, add .lstm 2017-08-12 18:42:38 +02:00
bnnm
b7c807a85c Add stream name string, for metas than can use it 2017-08-12 11:27:10 +02:00
bnnm
aaa2613802 Add EALayer3 v1 decoder for SCHl [EA games for PS2/Wii/X360/PS3] 2017-08-05 17:54:50 +02:00
bnnm
fadb999207 Add AHX type 0x08 decryption, with .ahxkey files (16b*3, start/mult/add) 2017-08-04 21:48:55 +02:00
bnnm
66219f6b37 Use sample buffers per stream in MPEG custom decoder
Simplifies the code somewhat and allows more flexibility for new custom
modes (like EALayer3, that can output PCM blocks before decoding
anything)
2017-08-04 21:29:58 +02:00
bnnm
cb05313b13 Add P3D MPEG decoder [Prototype 1/2 (PS3)], fix debug crap 2017-07-29 23:53:45 +02:00
bnnm
3e947b5e9d Remove meta_AHX from MPEG ifdefs
I feel parsing a header/meta isn't tied to the ability to init the
codec, which could be swapped if one wanted to use another lib
2017-07-29 23:21:32 +02:00
bnnm
d54492cb95 Update MPEG "interleaved" decoder: now "custom", restructured, added AHX
To support future MPEGs of uncertain layout and frame variations (namely
EALayer3) the code has been restructured: mpeg_decoder does stream
procesing and decoding, while mpeg_custom_utils_x does init and parsing
(write to data buffer + update offsets), per MPEG subtype. Internals
have changed but still gives byte-exact results.
AHX has been adapted to this format as a test. Some modes
(P3D/EALayer3/LyN/AWC) are defined for later development but will fail
on init ATM.
2017-07-29 23:14:04 +02:00
bnnm
6308818b77 Simplify MPEG coding/layouts to allow blocked layouts and future changes 2017-07-29 13:05:23 +02:00
bnnm
54ef2b5190 Add Silicon Knights .AUD + SK Vorbis [Eternal Darkness (GC)] 2017-07-29 11:46:53 +02:00
bnnm
bc8e2e9204 Unify fsb/wwise/ogl Vorbis decoders into a single decoder with subtypes 2017-07-28 23:26:58 +02:00
bnnm
ab6a146528 Add EA SCHl fixed/old (PATl) support [NHL 97 (PC)] 2017-07-23 17:09:55 +02:00
bnnm
3d6e0882ba Improve NDS HWAS volume swings by resetting ADPCM hist every block 2017-07-23 13:16:59 +02:00
bnnm
312b68c0b7 Add EA BNK support and fix minor EA header parsing defects 2017-07-23 03:46:55 +02:00
bnnm
5fe6033442 Fix/improve EAXA naming scheme and detection/handling
EA's MT/MicroTalk is not the early version of EAXA as I thought, but a
rarely used VBR codec (ex. FIFA 2001/2002 PS2) seemingly related to
Westwood VBR ADPCM
2017-07-21 19:19:58 +02:00
bnnm
47c5f70976 Add TXTH generic header format
It's a single text file with basic read commands; similar to GENH but
meant to simplify addition/distribution of (semi)headerless formats
2017-07-15 11:49:28 +02:00
bnnm
cce72d7aa5 Add EA SCHl Saturn + MT10 mono/int; changed Maxis_ADPCM to Maxis_MT10
Also fixed some issues with ADPCM hist in EA SCHl blocks
2017-07-08 00:27:36 +02:00
bnnm
68071467c2 Add MPEG to EA SCHl [Harry Potter and the Chamber of Secrets (PS2)] 2017-07-01 23:55:10 +02:00
bnnm
bf34339b41 redo EA SCHl support [EA games from roughly 1997~2010]
* tested most variations using EA's tools
* added looping [Need for Speed II PC]
* added DSP support [3DS games]
* fixed PCM/EAXA/MT in some cases [PS2/GC/XBOX/Wii games]
* fixed sample rate/codec defaults, num_samples in some cases
* documented more header patches and other details (ex. "EA ADPCM" is
now EA MT/MicroTalk, as per EA's tools)
* (dev) some internals adapted for EA stuff
2017-07-01 23:02:24 +02:00
bnnm
86cb660f76 Define MPEG interleave type to improve and simplify some internals 2017-06-25 02:09:12 +02:00
bnnm
880b8c5543 Add Wii 04SW [Driver: Parallel Lines (Wii)] 2017-06-25 00:27:58 +02:00
bnnm
f617e5e762 Improve PS2 XA30 [Driver: Parallel Lines (PS2)] 2017-06-24 23:33:49 +02:00
bnnm
64500f025d Add PC XA30 + IMA decoder [Driver: Parallel Lines (PC)] 2017-06-24 23:30:10 +02:00
bnnm
519c5d71de Redo RWS with PCM/PS-ADPCM/DSP/IMA-ADPCM + block support [many games] 2017-06-10 02:25:49 +02:00
bnnm
f513d53999 Rename ps2_rws.c to rws.c and do other rws cleanup 2017-06-09 22:31:33 +02:00
bnnm
7e42eeca58 Add u-Law decoder + ULW meta [Burnout 1 GC] 2017-06-09 22:26:09 +02:00
bnnm
a903072a11 Added XPEC's .XAU IMA-ADPCM support [Beat Down (Xbox)] + looping (PS2) 2017-05-18 21:00:42 +02:00
bnnm
9488ba32c7 test.exe: add "-F" option to loop + play stream's end instead of fading 2017-05-18 19:55:00 +02:00
bnnm
625c18a87e Add MTA2 decoder/meta support [Metal Gear Solid 4 (PS3)] 2017-05-18 19:16:44 +02:00
Christopher Snowhill
4e54a82900 Merge pull request #89 from Thealexbarney/adx
Improve ADX support
2017-05-13 16:42:23 -07:00
Alex Barney
89cdaa83e9 Add support for encoding type 4 ADX 2017-05-13 17:37:24 -05:00
Alex Barney
ab647cc155 Add support for type 2 ADX files 2017-05-13 16:04:30 -05:00
bnnm
21c9f44273 Rename ps2_rxw to ps2_rxws and do some cleanup 2017-05-13 13:01:16 +02:00
bnnm
a79b874f82 Add RSD6XMA and tri-Ace's PS3/X360 support (by bxaimc) 2017-05-13 02:22:15 +02:00
bnnm
e2cc352238 Add GTD support [Knights Contract X360] 2017-05-13 01:55:31 +02:00
bnnm
b8f2efadc4 Add partial support for Xbox MSS [Shellshock Nam 67], update names
Needs a new "stereo interleave" layout so it only plays as a 2ch stream
for now.
2017-05-12 19:15:18 +02:00
bnnm
825ebbdec9 Update Audacious plugin
- make extension list use formats.c and remove exts.cc
- Audacious 3.8 preparations (untested)
- cleanup
2017-05-01 10:56:40 +02:00
bnnm
d5aee307f0 Rename coding_INT_X to coding_X_int for consistency with other codecs 2017-04-29 02:53:36 +02:00
bnnm
086a47cd76 Add compiler flag VGM_DISABLE_VORBIS (as Vorbis is enabled by default) 2017-04-29 02:20:24 +02:00
bnnm
4a83de7dae Added MC3 decoder/meta [MX Rider, Spy Hunter, T3] (thanks to daemon1) 2017-04-28 17:26:25 +02:00
bnnm
f153479383 Add OGL Vorbis decoder/meta [Jett Rocket (Wii), FAST Racing NEO (WiiU)] 2017-04-22 19:25:54 +02:00
bnnm
bd3e054b82 Add basic SXD support [Gravity Rush, Freedom Fighter SFX (PSV)] 2017-04-22 15:00:22 +02:00
bnnm
bb00cfa22c Make try_dual_file_stereo static/local 2017-04-22 13:31:12 +02:00
bnnm
f067d4ddb9 Added Wwise Vorbis decoder and packed codebooks 2017-04-13 15:04:46 +02:00
bnnm
a468898855 Added Wwise IMA decoder; ms_ima_bytes_to_samples
There are some minor issues with seeking in odd samples to be fixed
2017-04-11 19:59:29 +02:00
bnnm
a33a77575a Add Ubisoft RAKI [Rayman Legends, Just Dance 2017 (multi)] 2017-04-07 18:01:04 +02:00
bnnm
4f73cfc18d Add partial Wwise support (PCM/DSP/AAC/HEVAG) 2017-04-02 12:27:21 +02:00
bnnm
01391f4d6d Add FSB Vorbis decoder 2017-03-25 14:57:44 +01:00
bnnm
3a98c9e7d5 Add Capcom .AST [Dead Rising X360] 2017-03-19 00:44:58 +01:00
bnnm
e021cff626 Add some XMA meta descriptions 2017-03-18 19:26:39 +01:00
bnnm
d6ce0f0ae3 Fix SGXD typo (SGDX to SGXD) 2017-03-18 15:07:58 +01:00
bnnm
0e10b75beb Fix interleaved FSB MPEG decoding
Padding doesn't apply to Layer II FSBs, and it needed to manually get
info from MPEG frames since mpg123 functions weren't always working.
2017-03-13 20:04:09 +01:00
bnnm
85a3ec749f Show stream numbers in the description (few multi-stream formats only) 2017-03-04 02:05:07 +01:00