#include "meta.h" /* BFSTM - Nintendo Wii U format */ VGMSTREAM * init_vgmstream_bfstm(STREAMFILE *streamFile) { VGMSTREAM * vgmstream = NULL; off_t start_offset; off_t info_offset = 0, data_offset = 0; //, regn_offset = 0; int channel_count, loop_flag, codec; //, region_count; int big_endian; int32_t (*read_32bit)(off_t,STREAMFILE*) = NULL; int16_t (*read_16bit)(off_t,STREAMFILE*) = NULL; /* checks */ if ( !check_extensions(streamFile,"bfstm") ) goto fail; /* FSTM header */ if (read_32bitBE(0x00, streamFile) != 0x4653544D) /* "FSTM" */ goto fail; /* 0x06(2): header size (0x40), 0x08: version (0x00000400), 0x0c: file size */ /* check BOM */ if ((uint16_t)read_16bitBE(0x04, streamFile) == 0xFEFF) { /* Wii U games */ read_32bit = read_32bitBE; read_16bit = read_16bitBE; big_endian = 1; } else if ((uint16_t)read_16bitBE(0x04, streamFile) == 0xFFFE) { /* Switch games */ read_32bit = read_32bitLE; read_16bit = read_16bitLE; big_endian = 0; } else { goto fail; } /* get sections (should always appear in the same order) */ { int i; int section_count = read_16bit(0x10, streamFile); for (i = 0; i < section_count; i++) { /* 0x00: id, 0x02(2): padding, 0x04(4): offset, 0x08(4): size */ uint16_t section_id = read_16bit(0x14 + i*0xc+0x00, streamFile); switch(section_id) { case 0x4000: info_offset = read_32bit(0x14+i*0x0c+0x04, streamFile); break; case 0x4001: /* seek_offset = read_32bit(0x14+i*0x0c+0x04, streamFile); */ break; case 0x4002: data_offset = read_32bit(0x14+i*0x0c+0x04, streamFile); break; case 0x4003: /* regn_offset = read_32bit(0x14+i*0x0c+0x04, streamFile); */ break; case 0x4004: /* pdat_offset = read_32bit(0x14+i*0x0c+0x04, streamFile); */ break; /* prefetch data */ default: break; } } if (info_offset == 0 || data_offset == 0) goto fail; } /* INFO section */ if (read_32bitBE(info_offset, streamFile) != 0x494E464F) /* "INFO" */ goto fail; codec = read_8bit(info_offset + 0x20, streamFile); loop_flag = read_8bit(info_offset + 0x21, streamFile); channel_count = read_8bit(info_offset + 0x22, streamFile); //region_count = read_8bit(info_offset + 0x23, streamFile); start_offset = data_offset + 0x20; /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channel_count, loop_flag); if (!vgmstream) goto fail; vgmstream->sample_rate = read_32bit(info_offset + 0x24, streamFile); vgmstream->num_samples = read_32bit(info_offset + 0x2c, streamFile); vgmstream->loop_start_sample = read_32bit(info_offset + 0x28, streamFile); vgmstream->loop_end_sample = vgmstream->num_samples; vgmstream->meta_type = meta_FSTM; vgmstream->layout_type = (channel_count == 1) ? layout_none : layout_interleave; vgmstream->interleave_block_size = read_32bit(info_offset + 0x34, streamFile); vgmstream->interleave_last_block_size = read_32bit(info_offset + 0x44, streamFile); switch(codec) { case 0x00: vgmstream->coding_type = coding_PCM8; break; case 0x01: vgmstream->coding_type = big_endian ? coding_PCM16BE : coding_PCM16LE; break; case 0x02: vgmstream->coding_type = coding_NGC_DSP; { int i, c; off_t channel_indexes, channel_info_offset, coefs_offset; channel_indexes = info_offset+0x08 + read_32bit(info_offset + 0x1C, streamFile); for (i = 0; i < vgmstream->channels; i++) { channel_info_offset = channel_indexes + read_32bit(channel_indexes+0x04+(i*0x08)+0x04, streamFile); coefs_offset = channel_info_offset + read_32bit(channel_info_offset+0x04, streamFile); for (c = 0; c < 16; c++) { vgmstream->ch[i].adpcm_coef[c] = read_16bit(coefs_offset + c*2, streamFile); } } } break; default: /* 0x03: IMA? */ goto fail; } //regions seem mostly for in-game purposes and are not very listenable, otherwise this kinda works //start_offset += bfstm_set_regions(streamFile, vgmstream, region_count, regn_offset, codec); if (!vgmstream_open_stream(vgmstream,streamFile,start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; } #if 0 /* Newer .bfstm may have multiple regions, that are sample sections of some meaning, * like loop parts (Super Mario 3D World), or dynamic subsongs (Zelda: BotW) * We'll hack them in as subsongs (though seem mostly activated by game events) */ static off_t bfstm_set_regions(STREAMFILE *streamFile, VGMSTREAM *vgmstream, int region_count, off_t regn_offset, int codec) { off_t start_offset = 0; /* REGN section subsong hack */ if (region_count > 0 && regn_offset != 0 && codec == 0x02) { size_t stream_size; int total_subsongs, target_subsong = streamFile->stream_index; if (read_32bitBE(regn_offset, streamFile) != 0x5245474E) /* "REGN" */ goto fail; /* pretend each region is a subsong, but use first subsong as the whole file, * since regions may not map all samples */ total_subsongs = region_count + 1; if (target_subsong == 0) target_subsong = 1; if (target_subsong < 0 || target_subsong > total_subsongs || total_subsongs < 1) goto fail; if (target_subsong > 1) { int i; off_t region_start, region_end; size_t sample_start = read_32bit(regn_offset + 0x20 + (target_subsong-2)*0x100+0x00, streamFile); size_t sample_end = read_32bit(regn_offset + 0x20 + (target_subsong-2)*0x100+0x04, streamFile) + 1; off_t adpcm_offset = regn_offset + 0x20 + (target_subsong-2)*0x100+0x08; /* rest is padding up to 0x100 */ /* samples-to-bytes, approximate since samples could land in the middle of a frame, meh */ region_start = sample_start / 14 * vgmstream->channels * 0x08; region_end = sample_end / 14 * vgmstream->channels * 0x08; stream_size = region_end - region_start; /* align to blocks or causes funny sounds, but the bigger the interleave the less * accurate this is (with 0x2000 can be off by ~4600 samples) */ if (region_start % (vgmstream->interleave_block_size*vgmstream->channels)) region_start -= region_start % (vgmstream->interleave_block_size*vgmstream->channels); start_offset += region_start; if (sample_end != vgmstream->num_samples) /* not exact but... */ vgmstream->interleave_last_block_size = 0; vgmstream->num_samples = sample_end - sample_start; vgmstream->loop_start_sample = 0; vgmstream->loop_end_sample = vgmstream->num_samples; /* maybe loops should be enabled/disabled with regions? */ /* this won't make sense after aligning, whatevs, doesn't sound too bad */ for (i = 0; i < vgmstream->channels; i++) { vgmstream->ch[i].adpcm_history1_16 = read_16bit(adpcm_offset+0x02+0x00, streamFile); vgmstream->ch[i].adpcm_history2_16 = read_16bit(adpcm_offset+0x02+0x02, streamFile); } } else { stream_size = get_streamfile_size(streamFile); } vgmstream->num_streams = total_subsongs; vgmstream->stream_size = stream_size; } return start_offset; fail: return 0; } #endif