#include "meta.h" #include "../layout/layout.h" #include "../coding/coding.h" #include "ea_eaac_streamfile.h" /* EAAudioCore formats, EA's current audio middleware */ #define EAAC_VERSION_V0 0x00 /* SNR/SNS */ #define EAAC_VERSION_V1 0x01 /* SPS */ #define EAAC_CODEC_NONE 0x00 /* internal 'codec not set' */ #define EAAC_CODEC_RESERVED 0x01 /* not used/reserved? /MP30/P6L0/P2B0/P2L0/P8S0/P8U0/PFN0? */ #define EAAC_CODEC_PCM 0x02 #define EAAC_CODEC_EAXMA 0x03 #define EAAC_CODEC_XAS 0x04 #define EAAC_CODEC_EALAYER3_V1 0x05 #define EAAC_CODEC_EALAYER3_V2_PCM 0x06 #define EAAC_CODEC_EALAYER3_V2_SPIKE 0x07 #define EAAC_CODEC_DSP 0x08 #define EAAC_CODEC_EASPEEX 0x09 #define EAAC_CODEC_EATRAX 0x0a #define EAAC_CODEC_EAMP3 0x0b #define EAAC_CODEC_EAOPUS 0x0c #define EAAC_FLAG_NONE 0x00 #define EAAC_FLAG_LOOPED 0x02 #define EAAC_FLAG_STREAMED 0x04 #define EAAC_BLOCKID0_DATA 0x00 #define EAAC_BLOCKID0_END 0x80 /* maybe meant to be a bitflag? */ #define EAAC_BLOCKID1_HEADER 0x48 /* 'H' */ #define EAAC_BLOCKID1_DATA 0x44 /* 'D' */ #define EAAC_BLOCKID1_END 0x45 /* 'E' */ static VGMSTREAM * init_vgmstream_eaaudiocore_header(STREAMFILE * streamHead, STREAMFILE * streamData, off_t header_offset, off_t start_offset, meta_t meta_type); static size_t get_snr_size(STREAMFILE *streamFile, off_t offset); static VGMSTREAM *parse_s10a_header(STREAMFILE *streamFile, off_t offset, uint16_t target_index, off_t ast_offset); /* .SNR+SNS - from EA latest games (~2008-2013), v0 header */ VGMSTREAM * init_vgmstream_ea_snr_sns(STREAMFILE * streamFile) { VGMSTREAM * vgmstream = NULL; STREAMFILE * streamData = NULL; /* check extension, case insensitive */ if (!check_extensions(streamFile,"snr")) goto fail; /* SNR headers normally need an external SNS file, but some have data [Burnout Paradise, NFL2013 (iOS)] */ if (get_streamfile_size(streamFile) > 0x10) { off_t start_offset = get_snr_size(streamFile, 0x00); vgmstream = init_vgmstream_eaaudiocore_header(streamFile, streamFile, 0x00, start_offset, meta_EA_SNR_SNS); if (!vgmstream) goto fail; } else { streamData = open_streamfile_by_ext(streamFile,"sns"); if (!streamData) goto fail; vgmstream = init_vgmstream_eaaudiocore_header(streamFile, streamData, 0x00, 0x00, meta_EA_SNR_SNS); if (!vgmstream) goto fail; } close_streamfile(streamData); return vgmstream; fail: close_streamfile(streamData); return NULL; } /* .SPS - from EA latest games (~2014), v1 header */ VGMSTREAM * init_vgmstream_ea_sps(STREAMFILE * streamFile) { VGMSTREAM * vgmstream = NULL; off_t start_offset; /* check extension, case insensitive */ if (!check_extensions(streamFile,"sps")) goto fail; /* SPS block start: 0x00(1): block flag (header=0x48); 0x01(3): block size (usually 0x0c-0x14) */ if (read_8bit(0x00, streamFile) != EAAC_BLOCKID1_HEADER) goto fail; start_offset = read_32bitBE(0x00, streamFile) & 0x00FFFFFF; vgmstream = init_vgmstream_eaaudiocore_header(streamFile, streamFile, 0x04, start_offset, meta_EA_SPS); if (!vgmstream) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; } /* .SNU - from EA Redwood Shores/Visceral games (Dead Space, Dante's Inferno, The Godfather 2), v0 header */ VGMSTREAM * init_vgmstream_ea_snu(STREAMFILE *streamFile) { VGMSTREAM * vgmstream = NULL; off_t start_offset, header_offset; int32_t (*read_32bit)(off_t,STREAMFILE*) = NULL; /* check extension, case insensitive */ if (!check_extensions(streamFile,"snu")) goto fail; /* EA SNU header (BE/LE depending on platform) */ /* 0x00(1): related to sample rate? (03=48000) * 0x01(1): flags/count? (when set has extra block data before start_offset) * 0x02(1): always 0? * 0x03(1): channels? (usually matches but rarely may be 0) * 0x04(4): some size, maybe >>2 ~= number of frames * 0x08(4): start offset * 0x0c(4): some sub-offset? (0x20, found when @0x01 is set) */ /* use start_offset as endianness flag */ if (guess_endianness32bit(0x08,streamFile)) { read_32bit = read_32bitBE; } else { read_32bit = read_32bitLE; } header_offset = 0x10; /* SNR header */ start_offset = read_32bit(0x08,streamFile); /* SPS blocks */ vgmstream = init_vgmstream_eaaudiocore_header(streamFile, streamFile, header_offset, start_offset, meta_EA_SNU); if (!vgmstream) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; } /* EA ABK - ABK header seems to be same as in the old games but the sound table is different and it contains SNR/SNS sounds instead */ VGMSTREAM * init_vgmstream_ea_abk_new(STREAMFILE *streamFile) { int is_dupe, total_sounds = 0, target_stream = streamFile->stream_index; off_t bnk_offset, header_table_offset, base_offset, unk_struct_offset, table_offset, snd_entry_offset, ast_offset; off_t num_entries_off, base_offset_off, entries_off, sound_table_offset_off; uint32_t i, j, k, num_sounds, total_sound_tables; uint16_t num_tables, bnk_index, bnk_target_index; uint8_t num_entries, extra_entries; off_t sound_table_offsets[0x2000]; VGMSTREAM *vgmstream; int32_t (*read_32bit)(off_t,STREAMFILE*); int16_t (*read_16bit)(off_t,STREAMFILE*); /* check extension */ if (!check_extensions(streamFile, "abk")) goto fail; if (read_32bitBE(0x00, streamFile) != 0x41424B43) /* "ABKC" */ goto fail; /* use table offset to check endianness */ if (guess_endianness32bit(0x1C,streamFile)) { read_32bit = read_32bitBE; read_16bit = read_16bitBE; } else { read_32bit = read_32bitLE; read_16bit = read_16bitLE; } if (target_stream == 0) target_stream = 1; if (target_stream < 0) goto fail; num_tables = read_16bit(0x0A, streamFile); header_table_offset = read_32bit(0x1C, streamFile); bnk_offset = read_32bit(0x20, streamFile); total_sound_tables = 0; bnk_target_index = 0xFFFF; ast_offset = 0; if (!bnk_offset || read_32bitBE(bnk_offset, streamFile) != 0x53313041) /* "S10A" */ goto fail; /* set up some common values */ if (header_table_offset == 0x5C) { /* the usual variant */ num_entries_off = 0x24; base_offset_off = 0x2C; entries_off = 0x3C; sound_table_offset_off = 0x04; } else if (header_table_offset == 0x78) { /* FIFA 08 has a bunch of extra zeroes all over the place, don't know what's up with that */ num_entries_off = 0x40; base_offset_off = 0x54; entries_off = 0x68; sound_table_offset_off = 0x0C; } else { goto fail; } for (i = 0; i < num_tables; i++) { num_entries = read_8bit(header_table_offset + num_entries_off, streamFile); extra_entries = read_8bit(header_table_offset + num_entries_off + 0x03, streamFile); base_offset = read_32bit(header_table_offset + base_offset_off, streamFile); if (num_entries == 0xff) goto fail; /* EOF read */ for (j = 0; j < num_entries; j++) { unk_struct_offset = read_32bit(header_table_offset + entries_off + 0x04 * j, streamFile); table_offset = read_32bit(base_offset + unk_struct_offset + sound_table_offset_off, streamFile); /* For some reason, there are duplicate entries pointing at the same sound tables */ is_dupe = 0; for (k = 0; k < total_sound_tables; k++) { if (table_offset==sound_table_offsets[k]) { is_dupe = 1; break; } } if (is_dupe) continue; sound_table_offsets[total_sound_tables++] = table_offset; num_sounds = read_32bit(table_offset, streamFile); if (num_sounds == 0xffffffff) goto fail; /* EOF read */ for (k = 0; k < num_sounds; k++) { /* 0x00: sound index */ /* 0x02: ??? */ /* 0x04: ??? */ /* 0x08: streamed data offset */ snd_entry_offset = table_offset + 0x04 + 0x0C * k; bnk_index = read_16bit(snd_entry_offset + 0x00, streamFile); /* some of these are dummies */ if (bnk_index == 0xFFFF) continue; total_sounds++; if (target_stream == total_sounds) { bnk_target_index = bnk_index; ast_offset = read_32bit(snd_entry_offset + 0x08, streamFile); } } } header_table_offset += entries_off + num_entries * 0x04 + extra_entries * 0x04; } if (bnk_target_index == 0xFFFF || ast_offset == 0) goto fail; vgmstream = parse_s10a_header(streamFile, bnk_offset, bnk_target_index, ast_offset); if (!vgmstream) goto fail; vgmstream->num_streams = total_sounds; return vgmstream; fail: return NULL; } /* EA S10A header - seen inside new ABK files. Putting it here in case it's encountered stand-alone. */ static VGMSTREAM * parse_s10a_header(STREAMFILE *streamFile, off_t offset, uint16_t target_index, off_t ast_offset) { uint32_t num_sounds; off_t snr_offset, sns_offset; STREAMFILE *astFile = NULL; VGMSTREAM *vgmstream; /* header is always big endian */ /* 0x00: header magic */ /* 0x04: zero */ /* 0x08: number of files */ /* 0x0C: offsets table */ if (read_32bitBE(offset + 0x00, streamFile) != 0x53313041) /* "S10A" */ goto fail; num_sounds = read_32bitBE(offset + 0x08, streamFile); if (num_sounds == 0 || target_index > num_sounds) goto fail; snr_offset = offset + read_32bitBE(offset + 0x0C + 0x04 * target_index, streamFile); if (ast_offset == 0xFFFFFFFF) { /* RAM asset */ sns_offset = snr_offset + get_snr_size(streamFile, snr_offset); //;VGM_LOG("EA S10A: RAM at sns=%lx, sns=%lx\n", snr_offset, sns_offset); vgmstream = init_vgmstream_eaaudiocore_header(streamFile, streamFile, snr_offset, sns_offset, meta_EA_SNR_SNS); if (!vgmstream) goto fail; } else { /* streamed asset */ astFile = open_streamfile_by_ext(streamFile, "ast"); if (!astFile) goto fail; if (read_32bitBE(0x00, astFile) != 0x53313053) /* "S10S" */ goto fail; sns_offset = ast_offset; //;VGM_LOG("EA S10A: stream at sns=%lx, sns=%lx\n", snr_offset, sns_offset); vgmstream = init_vgmstream_eaaudiocore_header(streamFile, astFile, snr_offset, sns_offset, meta_EA_SNR_SNS); if (!vgmstream) goto fail; close_streamfile(astFile); } return vgmstream; fail: close_streamfile(astFile); return NULL; } /* EA SBR/SBS - used in older 7th gen games, usually for storing streamed sounds */ VGMSTREAM * init_vgmstream_ea_sbr(STREAMFILE *streamFile) { uint32_t num_sounds, type_desc; uint16_t num_metas, meta_type; off_t table_offset, types_offset, entry_offset, metas_offset, data_offset, snr_offset, sns_offset; STREAMFILE *sbsFile = NULL, *streamData = NULL; VGMSTREAM *vgmstream = NULL; int i; int target_stream = streamFile->stream_index; if (!check_extensions(streamFile, "sbr")) goto fail; if (read_32bitBE(0x00, streamFile) != 0x53424B52) /* "SBKR" */ goto fail; /* SBR files are always big endian */ num_sounds = read_32bitBE(0x1c, streamFile); table_offset = read_32bitBE(0x24, streamFile); types_offset = read_32bitBE(0x28, streamFile); if (target_stream == 0) target_stream = 1; if (target_stream < 0 || num_sounds == 0 || target_stream > num_sounds) goto fail; entry_offset = table_offset + 0x0a * (target_stream - 1); num_metas = read_16bitBE(entry_offset + 0x04, streamFile); metas_offset = read_32bitBE(entry_offset + 0x06, streamFile); snr_offset = 0xFFFFFFFF; sns_offset = 0xFFFFFFFF; for (i = 0; i < num_metas; i++) { entry_offset = metas_offset + 0x06 * i; meta_type = read_16bitBE(entry_offset, streamFile); data_offset = read_32bitBE(entry_offset + 0x02, streamFile); type_desc = read_32bitBE(types_offset + 0x06 * meta_type, streamFile); switch (type_desc) { case 0x534E5231: /* "SNR1" */ snr_offset = data_offset; break; case 0x534E5331: /* "SNS1" */ sns_offset = read_32bitBE(data_offset, streamFile); break; default: break; } } if (snr_offset == 0xFFFFFFFF) goto fail; if (sns_offset == 0xFFFFFFFF) { /* RAM asset */ streamData = streamFile; sns_offset = snr_offset + get_snr_size(streamFile, snr_offset); } else { /* streamed asset */ sbsFile = open_streamfile_by_ext(streamFile, "sbs"); if (!sbsFile) goto fail; if (read_32bitBE(0x00, sbsFile) != 0x53424B53) /* "SBKS" */ goto fail; streamData = sbsFile; } vgmstream = init_vgmstream_eaaudiocore_header(streamFile, streamData, snr_offset, sns_offset, meta_EA_SNR_SNS); if (!vgmstream) goto fail; vgmstream->num_streams = num_sounds; close_streamfile(sbsFile); return vgmstream; fail: close_streamfile(sbsFile); return NULL; } /* EA HDR/STH/DAT - seen in early 7th-gen games, used for storing speech */ VGMSTREAM * init_vgmstream_ea_hdr_sth_dat(STREAMFILE *streamFile) { int target_stream = streamFile->stream_index; uint32_t i; uint8_t userdata_size, total_sounds, block_id; off_t snr_offset, sns_offset; size_t file_size, block_size; STREAMFILE *datFile = NULL, *sthFile = NULL; VGMSTREAM *vgmstream; /* 0x00: ID */ /* 0x02: userdata size */ /* 0x03: number of files */ /* 0x04: sub-ID (used for different police voices in NFS games) */ /* 0x08: alt number of files? */ /* 0x09: zero */ /* 0x0A: ??? */ /* 0x0C: zero */ /* 0x10: table start */ sthFile = open_streamfile_by_ext(streamFile, "sth"); if (!sthFile) goto fail; datFile = open_streamfile_by_ext(streamFile, "dat"); if (!datFile) goto fail; /* STH always starts with the first offset of zero */ sns_offset = read_32bitLE(0x00, sthFile); if (sns_offset != 0) goto fail; /* check if DAT starts with a correct SNS block */ block_id = read_8bit(0x00, datFile); if (block_id != EAAC_BLOCKID0_DATA && block_id != EAAC_BLOCKID0_END) goto fail; userdata_size = read_8bit(0x02, streamFile); total_sounds = read_8bit(0x03, streamFile); if (read_8bit(0x08, streamFile) > total_sounds) goto fail; if (target_stream == 0) target_stream = 1; if (target_stream < 0 || total_sounds == 0 || target_stream > total_sounds) goto fail; /* offsets in HDR are always big endian */ //snr_offset = (off_t)read_16bitBE(0x10 + (0x02+userdata_size) * (target_stream-1), streamFile) + 0x04; //sns_offset = read_32bit(snr_offset, sthFile); /* we can't reliably detect byte endianness so we're going to find the sound the hacky way */ /* go through blocks until we reach the goal sound */ file_size = get_streamfile_size(datFile); snr_offset = 0; sns_offset = 0; for (i = 0; i < total_sounds; i++) { snr_offset = (off_t)read_16bitBE(0x10 + (0x02+userdata_size) * i, streamFile) + 0x04; if (i == target_stream - 1) break; while (1) { if (sns_offset >= file_size) goto fail; block_id = read_8bit(sns_offset, datFile); block_size = read_32bitBE(sns_offset, datFile) & 0x00FFFFFF; if (block_size == 0) goto fail; if (block_id != EAAC_BLOCKID0_DATA && block_id != EAAC_BLOCKID0_END) goto fail; sns_offset += block_size; if (block_id == EAAC_BLOCKID0_END) break; } } block_id = read_8bit(sns_offset, datFile); if (block_id != EAAC_BLOCKID0_DATA && block_id != EAAC_BLOCKID0_END) goto fail; vgmstream = init_vgmstream_eaaudiocore_header(sthFile, datFile, snr_offset, sns_offset, meta_EA_SNR_SNS); if (!vgmstream) goto fail; vgmstream->num_streams = total_sounds; close_streamfile(sthFile); close_streamfile(datFile); return vgmstream; fail: close_streamfile(sthFile); close_streamfile(datFile); return NULL; } /* EA MPF/MUS combo - used in older 7th gen games for storing music */ VGMSTREAM * init_vgmstream_ea_mpf_mus_new(STREAMFILE *streamFile) { uint32_t num_sounds; uint8_t version, sub_version, block_id; off_t table_offset, entry_offset, snr_offset, sns_offset; size_t /*snr_size,*/ sns_size; int32_t(*read_32bit)(off_t, STREAMFILE*); STREAMFILE *musFile = NULL; VGMSTREAM *vgmstream = NULL; int target_stream = streamFile->stream_index; /* check extension */ if (!check_extensions(streamFile, "mpf")) goto fail; /* detect endianness */ if (read_32bitBE(0x00, streamFile) == 0x50464478) { /* "PFDx" */ read_32bit = read_32bitBE; } else if (read_32bitBE(0x00, streamFile) == 0x78444650) { /* "xDFP" */ read_32bit = read_32bitLE; } else { goto fail; } musFile = open_streamfile_by_ext(streamFile, "mus"); if (!musFile) goto fail; /* MPF format is unchanged but we don't really care about its contents since * MUS conveniently contains sound offset table */ version = read_8bit(0x04, streamFile); sub_version = read_8bit(0x05, streamFile); if (version != 0x05 || sub_version != 0x03) goto fail; /* number of files is always little endian */ num_sounds = read_32bitLE(0x04, musFile); table_offset = 0x28; if (target_stream == 0) target_stream = 1; if (target_stream < 0 || num_sounds == 0 || target_stream > num_sounds) goto fail; /* * 0x00: hash? * 0x04: index * 0x06: zero * 0x08: SNR offset * 0x0c: SNS offset * 0x10: SNR size * 0x14: SNS size * 0x18: zero */ entry_offset = table_offset + (target_stream - 1) * 0x1c; snr_offset = read_32bit(entry_offset + 0x08, musFile) * 0x10; sns_offset = read_32bit(entry_offset + 0x0c, musFile) * 0x80; //snr_size = read_32bit(entry_offset + 0x10, musFile); sns_size = read_32bit(entry_offset + 0x14, musFile); block_id = read_8bit(sns_offset, musFile); if (block_id != EAAC_BLOCKID0_DATA && block_id != EAAC_BLOCKID0_END) goto fail; vgmstream = init_vgmstream_eaaudiocore_header(musFile, musFile, snr_offset, sns_offset, meta_EA_SNR_SNS); if (!vgmstream) goto fail; vgmstream->num_streams = num_sounds; vgmstream->stream_size = sns_size; close_streamfile(musFile); return vgmstream; fail: close_streamfile(musFile); return NULL; } /* ************************************************************************* */ typedef struct { int version; int codec; int channel_config; int sample_rate; int flags; int streamed; int channels; int num_samples; int loop_start; int loop_end; int loop_flag; off_t stream_offset; off_t loop_offset; } eaac_header; static segmented_layout_data* build_segmented_eaaudiocore_looping(STREAMFILE *streamData, eaac_header *eaac); static layered_layout_data* build_layered_eaaudiocore_eaxma(STREAMFILE *streamFile, eaac_header *eaac); /* EA newest header from RwAudioCore (RenderWare?) / EAAudioCore library (still generated by sx.exe). * Audio "assets" come in separate RAM headers (.SNR/SPH) and raw blocked streams (.SNS/SPS), * or together in pseudoformats (.SNU, .SBR+.SBS banks, .AEMS, .MUS, etc). * Some .SNR include stream data, while .SPS have headers so .SPH is optional. */ static VGMSTREAM * init_vgmstream_eaaudiocore_header(STREAMFILE * streamHead, STREAMFILE * streamData, off_t header_offset, off_t start_offset, meta_t meta_type) { VGMSTREAM * vgmstream = NULL; STREAMFILE* temp_streamFile = NULL; uint32_t header1, header2; eaac_header eaac = {0}; /* EA SNR/SPH header */ header1 = (uint32_t)read_32bitBE(header_offset + 0x00, streamHead); header2 = (uint32_t)read_32bitBE(header_offset + 0x04, streamHead); eaac.version = (header1 >> 28) & 0x0F; /* 4 bits */ eaac.codec = (header1 >> 24) & 0x0F; /* 4 bits */ eaac.channel_config = (header1 >> 18) & 0x3F; /* 6 bits */ eaac.sample_rate = (header1 & 0x03FFFF); /* 18 bits (some Dead Space 2 (PC) do use 96000) */ eaac.flags = (header2 >> 28) & 0x0F; /* 4 bits *//* TODO: maybe even 3 bits and not 4? */ eaac.num_samples = (header2 & 0x0FFFFFFF); /* 28 bits */ /* rest is optional, depends on used flags and codec (handled below) */ eaac.stream_offset = start_offset; /* V0: SNR+SNS, V1: SPR+SPS (no apparent differences, other than block flags) */ if (eaac.version != EAAC_VERSION_V0 && eaac.version != EAAC_VERSION_V1) { VGM_LOG("EA EAAC: unknown version\n"); goto fail; } /* catch unknown/garbage values just in case */ if (eaac.flags != EAAC_FLAG_NONE && !(eaac.flags & (EAAC_FLAG_LOOPED | EAAC_FLAG_STREAMED))) { VGM_LOG("EA EAAC: unknown flags 0x%02x\n", eaac.flags); goto fail; } /* Non-streamed sounds are stored as a single block (may not set block end flags) */ eaac.streamed = (eaac.flags & EAAC_FLAG_STREAMED) != 0; /* get loops (fairly involved due to the multiple layouts and mutant streamfiles) * full loops aren't too uncommon [Dead Space (PC) stream sfx/ambiance, FIFA 98 (PS3) RAM sfx], * while actual looping is very rare [Need for Speed: World (PC)-EAL3, The Simpsons Game (X360)-EAXMA] */ if (eaac.flags & EAAC_FLAG_LOOPED) { eaac.loop_flag = 1; eaac.loop_start = read_32bitBE(header_offset+0x08, streamHead); eaac.loop_end = eaac.num_samples; /* RAM assets only have one block, even if they (rarely) set loop_start > 0 */ if (eaac.streamed) eaac.loop_offset = read_32bitBE(header_offset+0x0c, streamHead); else eaac.loop_offset = eaac.stream_offset; /* implicit */ //todo EATrax has extra values in header, which would coexist with loop values if (eaac.codec == EAAC_CODEC_EATRAX) { VGM_LOG("EA EAAC: unknown loop header for EATrax\n"); goto fail; } //todo need more cases to test how layout/streamfiles react if (eaac.loop_start > 0 && !( eaac.codec == EAAC_CODEC_EALAYER3_V1 || eaac.codec == EAAC_CODEC_EALAYER3_V2_PCM || eaac.codec == EAAC_CODEC_EALAYER3_V2_SPIKE || eaac.codec == EAAC_CODEC_EAXMA)) { VGM_LOG("EA EAAC: unknown actual looping for codec %x\n", eaac.codec); goto fail; } } /* accepted channel configs only seem to be mono/stereo/quad/5.1/7.1, from debug strings */ switch(eaac.channel_config) { case 0x00: eaac.channels = 1; break; case 0x01: eaac.channels = 2; break; case 0x03: eaac.channels = 4; break; case 0x05: eaac.channels = 6; break; case 0x07: eaac.channels = 8; break; default: VGM_LOG("EA EAAC: unknown channel config 0x%02x\n", eaac.channel_config); goto fail; /* fail with unknown values just in case */ } /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(eaac.channels,eaac.loop_flag); if (!vgmstream) goto fail; vgmstream->sample_rate = eaac.sample_rate; vgmstream->num_samples = eaac.num_samples; vgmstream->loop_start_sample = eaac.loop_start; vgmstream->loop_end_sample = eaac.loop_end; vgmstream->meta_type = meta_type; /* EA decoder list and known internal FourCCs */ switch(eaac.codec) { case EAAC_CODEC_PCM: /* "P6B0": PCM16BE [NBA Jam (Wii)] */ vgmstream->coding_type = coding_PCM16_int; vgmstream->codec_endian = 1; vgmstream->layout_type = layout_blocked_ea_sns; break; #ifdef VGM_USE_FFMPEG case EAAC_CODEC_EAXMA: { /* "EXm0": EA-XMA [Dante's Inferno (X360)] */ /* special (if hacky) loop handling, see comments */ if (eaac.streamed && eaac.loop_start > 0) { segmented_layout_data *data = build_segmented_eaaudiocore_looping(streamData, &eaac); if (!data) goto fail; vgmstream->layout_data = data; vgmstream->coding_type = data->segments[0]->coding_type; vgmstream->layout_type = layout_segmented; } else { vgmstream->layout_data = build_layered_eaaudiocore_eaxma(streamData, &eaac); if (!vgmstream->layout_data) goto fail; vgmstream->coding_type = coding_FFmpeg; vgmstream->layout_type = layout_layered; } break; } #endif case EAAC_CODEC_XAS: /* "Xas1": EA-XAS [Dead Space (PC/PS3)] */ vgmstream->coding_type = coding_EA_XAS; vgmstream->layout_type = layout_blocked_ea_sns; break; #ifdef VGM_USE_MPEG case EAAC_CODEC_EALAYER3_V1: /* "EL31": EALayer3 v1 [Need for Speed: Hot Pursuit (PS3)] */ case EAAC_CODEC_EALAYER3_V2_PCM: /* "L32P": EALayer3 v2 "PCM" [Battlefield 1943 (PS3)] */ case EAAC_CODEC_EALAYER3_V2_SPIKE: { /* "L32S": EALayer3 v2 "Spike" [Dante's Inferno (PS3)] */ mpeg_custom_config cfg = {0}; mpeg_custom_t type = (eaac.codec == 0x05 ? MPEG_EAL31b : (eaac.codec == 0x06) ? MPEG_EAL32P : MPEG_EAL32S); /* EALayer3 needs custom IO that removes blocks on reads to fix some edge cases in L32P * and to properly apply discard modes (see ealayer3 decoder) * (otherwise, and after removing discard code, it'd work with layout_blocked_ea_sns) */ start_offset = 0x00; /* must point to the custom streamfile's beginning */ /* special (if hacky) loop handling, see comments */ if (eaac.streamed && eaac.loop_start > 0) { segmented_layout_data *data = build_segmented_eaaudiocore_looping(streamData, &eaac); if (!data) goto fail; vgmstream->layout_data = data; vgmstream->coding_type = data->segments[0]->coding_type; vgmstream->layout_type = layout_segmented; } else { temp_streamFile = setup_eaac_streamfile(streamData, eaac.version, eaac.codec, eaac.streamed,0,0, eaac.stream_offset); if (!temp_streamFile) goto fail; vgmstream->codec_data = init_mpeg_custom(temp_streamFile, start_offset, &vgmstream->coding_type, vgmstream->channels, type, &cfg); if (!vgmstream->codec_data) goto fail; vgmstream->layout_type = layout_none; } break; } #endif case EAAC_CODEC_DSP: /* "Gca0"?: DSP [Need for Speed: Nitro (Wii) sfx] */ vgmstream->coding_type = coding_NGC_DSP; vgmstream->layout_type = layout_blocked_ea_sns; /* DSP coefs are read in the blocks */ break; #ifdef VGM_USE_ATRAC9 case EAAC_CODEC_EATRAX: { /* EATrax (unknown FourCC) [Need for Speed: Most Wanted (Vita)] */ atrac9_config cfg = {0}; /* EATrax is "buffered" ATRAC9, uses custom IO since it's kind of complex to add to the decoder */ start_offset = 0x00; /* must point to the custom streamfile's beginning */ cfg.channels = eaac.channels; cfg.config_data = read_32bitBE(header_offset + 0x08,streamHead); /* 0x10: frame size? (same as config data?) */ /* actual data size without blocks, LE b/c why make sense (but don't use it in case of truncated files) */ //total_size = read_32bitLE(header_offset + 0x0c,streamHead); vgmstream->codec_data = init_atrac9(&cfg); if (!vgmstream->codec_data) goto fail; vgmstream->coding_type = coding_ATRAC9; vgmstream->layout_type = layout_none; temp_streamFile = setup_eaac_streamfile(streamData, eaac.version, eaac.codec, eaac.streamed,0,0, eaac.stream_offset); if (!temp_streamFile) goto fail; break; } #endif #ifdef VGM_USE_MPEG case EAAC_CODEC_EAMP3: { /* "EM30"?: EAMP3 [Need for Speed 2015 (PS4)] */ mpeg_custom_config cfg = {0}; start_offset = 0x00; /* must point to the custom streamfile's beginning */ temp_streamFile = setup_eaac_streamfile(streamData, eaac.version, eaac.codec, eaac.streamed,0,0, eaac.stream_offset); if (!temp_streamFile) goto fail; vgmstream->codec_data = init_mpeg_custom(temp_streamFile, start_offset, &vgmstream->coding_type, vgmstream->channels, MPEG_EAMP3, &cfg); if (!vgmstream->codec_data) goto fail; vgmstream->layout_type = layout_none; break; } #endif #ifdef VGM_USE_FFMPEG case EAAC_CODEC_EAOPUS: { /* EAOpus (unknown FourCC) [FIFA 17 (PC), FIFA 19 (Switch)]*/ int skip = 0; size_t data_size; /* We'll remove EA blocks and pass raw data to FFmpeg Opus decoder */ temp_streamFile = setup_eaac_streamfile(streamData, eaac.version, eaac.codec, eaac.streamed,0,0, eaac.stream_offset); if (!temp_streamFile) goto fail; skip = ea_opus_get_encoder_delay(0x00, temp_streamFile); data_size = get_streamfile_size(temp_streamFile); vgmstream->codec_data = init_ffmpeg_ea_opus(temp_streamFile, 0x00,data_size, vgmstream->channels, skip, vgmstream->sample_rate); if (!vgmstream->codec_data) goto fail; vgmstream->coding_type = coding_FFmpeg; vgmstream->layout_type = layout_none; break; } #endif case EAAC_CODEC_EASPEEX: /* "Esp0"?: EASpeex (libspeex variant, base versions vary: 1.0.5, 1.2beta3) */ //todo default: VGM_LOG("EA EAAC: unknown codec 0x%02x\n", eaac.codec); goto fail; } if (!vgmstream_open_stream(vgmstream,temp_streamFile ? temp_streamFile : streamData,start_offset)) goto fail; close_streamfile(temp_streamFile); return vgmstream; fail: close_streamfile(temp_streamFile); close_vgmstream(vgmstream); return NULL; } static size_t get_snr_size(STREAMFILE *streamFile, off_t offset) { switch (read_8bit(offset + 0x04, streamFile) >> 4 & 0x0F) { /* flags */ case EAAC_FLAG_LOOPED | EAAC_FLAG_STREAMED: return 0x10; case EAAC_FLAG_LOOPED: return 0x0C; default: return 0x08; } } /* Actual looping uses 2 block sections, separated by a block end flag *and* padded. * * We use the segmented layout, since the eaac_streamfile doesn't handle padding, * and the segments seem fully separate (so even skipping would probably decode wrong). */ // todo consider better ways to handle this once more looped files for other codecs are found static segmented_layout_data* build_segmented_eaaudiocore_looping(STREAMFILE *streamData, eaac_header *eaac) { segmented_layout_data *data = NULL; STREAMFILE* temp_streamFile[2] = {0}; off_t offsets[2] = { eaac->stream_offset, eaac->stream_offset + eaac->loop_offset }; int num_samples[2] = { eaac->loop_start, eaac->num_samples - eaac->loop_start}; int segment_count = 2; /* intro/loop */ int i; /* init layout */ data = init_layout_segmented(segment_count); if (!data) goto fail; for (i = 0; i < segment_count; i++) { data->segments[i] = allocate_vgmstream(eaac->channels, 0); if (!data->segments[i]) goto fail; data->segments[i]->sample_rate = eaac->sample_rate; data->segments[i]->num_samples = num_samples[i]; //data->segments[i]->meta_type = eaac->meta_type; /* bleh */ switch(eaac->codec) { #ifdef VGM_USE_FFMPEG case EAAC_CODEC_EAXMA: { eaac_header temp_eaac = *eaac; /* equivalent to memcpy... I think */ temp_eaac.loop_flag = 0; temp_eaac.num_samples = num_samples[i]; temp_eaac.stream_offset = offsets[i]; /* layers inside segments, how trippy */ data->segments[i]->layout_data = build_layered_eaaudiocore_eaxma(streamData, &temp_eaac); if (!data->segments[i]->layout_data) goto fail; data->segments[i]->coding_type = coding_FFmpeg; data->segments[i]->layout_type = layout_layered; break; } #endif #ifdef VGM_USE_MPEG case EAAC_CODEC_EALAYER3_V1: case EAAC_CODEC_EALAYER3_V2_PCM: case EAAC_CODEC_EALAYER3_V2_SPIKE: { mpeg_custom_config cfg = {0}; mpeg_custom_t type = (eaac->codec == 0x05 ? MPEG_EAL31b : (eaac->codec == 0x06) ? MPEG_EAL32P : MPEG_EAL32S); temp_streamFile[i] = setup_eaac_streamfile(streamData, eaac->version,eaac->codec,eaac->streamed,0,0, offsets[i]); if (!temp_streamFile[i]) goto fail; data->segments[i]->codec_data = init_mpeg_custom(temp_streamFile[i], 0x00, &data->segments[i]->coding_type, eaac->channels, type, &cfg); if (!data->segments[i]->codec_data) goto fail; data->segments[i]->layout_type = layout_none; break; } #endif default: goto fail; } if (!vgmstream_open_stream(data->segments[i],temp_streamFile[i],0x00)) goto fail; } if (!setup_layout_segmented(data)) goto fail; return data; fail: for (i = 0; i < segment_count; i++) close_streamfile(temp_streamFile[i]); free_layout_segmented(data); return NULL; } static layered_layout_data* build_layered_eaaudiocore_eaxma(STREAMFILE *streamData, eaac_header *eaac) { layered_layout_data* data = NULL; STREAMFILE* temp_streamFile = NULL; int i, layers = (eaac->channels+1) / 2; /* init layout */ data = init_layout_layered(layers); if (!data) goto fail; /* open each layer subfile (1/2ch streams: 2ch+2ch..+1ch or 2ch+2ch..+2ch). * EA-XMA uses completely separate 1/2ch streams, unlike standard XMA that interleaves 1/2ch streams * with a skip counter to reinterleave (so EA-XMA streams don't have skips set) */ for (i = 0; i < layers; i++) { int layer_channels = (i+1 == layers && eaac->channels % 2 == 1) ? 1 : 2; /* last layer can be 1/2ch */ /* build the layer VGMSTREAM */ data->layers[i] = allocate_vgmstream(layer_channels, eaac->loop_flag); if (!data->layers[i]) goto fail; data->layers[i]->sample_rate = eaac->sample_rate; data->layers[i]->num_samples = eaac->num_samples; data->layers[i]->loop_start_sample = eaac->loop_start; data->layers[i]->loop_end_sample = eaac->loop_end; #ifdef VGM_USE_FFMPEG { uint8_t buf[0x100]; int bytes, block_size, block_count; size_t stream_size; temp_streamFile = setup_eaac_streamfile(streamData, eaac->version, eaac->codec, eaac->streamed,i,layers, eaac->stream_offset); if (!temp_streamFile) goto fail; stream_size = get_streamfile_size(temp_streamFile); block_size = 0x10000; /* unused */ block_count = stream_size / block_size + (stream_size % block_size ? 1 : 0); bytes = ffmpeg_make_riff_xma2(buf, 0x100, data->layers[i]->num_samples, stream_size, data->layers[i]->channels, data->layers[i]->sample_rate, block_count, block_size); data->layers[i]->codec_data = init_ffmpeg_header_offset(temp_streamFile, buf,bytes, 0x00, stream_size); if (!data->layers[i]->codec_data) goto fail; data->layers[i]->coding_type = coding_FFmpeg; data->layers[i]->layout_type = layout_none; xma_fix_raw_samples(data->layers[i], temp_streamFile, 0x00,stream_size, 0, 0,0); /* samples are ok? */ } #else goto fail; #endif if ( !vgmstream_open_stream(data->layers[i], temp_streamFile, 0x00) ) { goto fail; } } if (!setup_layout_layered(data)) goto fail; close_streamfile(temp_streamFile); return data; fail: close_streamfile(temp_streamFile); free_layout_layered(data); return NULL; }