#include "meta.h" #include "../util.h" #include "../coding/coding.h" #include "../layout/layout.h" #include "opus_interleave_streamfile.h" /* Nintendo OPUS - from Switch games, including header variations (not the same as Ogg Opus) */ static VGMSTREAM * init_vgmstream_opus(STREAMFILE *streamFile, meta_t meta_type, off_t offset, int32_t num_samples, int32_t loop_start, int32_t loop_end) { VGMSTREAM * vgmstream = NULL; off_t start_offset; int loop_flag = 0, channel_count; off_t data_offset; size_t data_size, skip = 0; if ((uint32_t)read_32bitLE(offset + 0x00,streamFile) != 0x80000001) goto fail; channel_count = read_8bit(offset + 0x09, streamFile); /* 0x0a: packet size if CBR, 0 if VBR */ data_offset = offset + read_32bitLE(offset + 0x10, streamFile); skip = read_32bitLE(offset + 0x1c, streamFile); if ((uint32_t)read_32bitLE(data_offset, streamFile) != 0x80000004) goto fail; data_size = read_32bitLE(data_offset + 0x04, streamFile); start_offset = data_offset + 0x08; loop_flag = (loop_end > 0); /* -1 when not set */ /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channel_count,loop_flag); if (!vgmstream) goto fail; vgmstream->sample_rate = read_32bitLE(offset + 0x0c,streamFile); vgmstream->meta_type = meta_OPUS; vgmstream->num_samples = num_samples; vgmstream->loop_start_sample = loop_start; vgmstream->loop_end_sample = loop_end; #ifdef VGM_USE_FFMPEG { uint8_t buf[0x100]; size_t bytes; ffmpeg_custom_config cfg = {0}; ffmpeg_codec_data *ffmpeg_data; bytes = ffmpeg_make_opus_header(buf,0x100, vgmstream->channels, skip, vgmstream->sample_rate); if (bytes <= 0) goto fail; cfg.type = FFMPEG_SWITCH_OPUS; ffmpeg_data = init_ffmpeg_config(streamFile, buf,bytes, start_offset,data_size, &cfg); if (!ffmpeg_data) goto fail; vgmstream->codec_data = ffmpeg_data; vgmstream->coding_type = coding_FFmpeg; vgmstream->layout_type = layout_none; if (ffmpeg_data->skipSamples <= 0) { ffmpeg_set_skip_samples(ffmpeg_data, skip); } if (vgmstream->num_samples == 0) { vgmstream->num_samples = switch_opus_get_samples(start_offset, data_size, vgmstream->sample_rate, streamFile) - skip; } } #else goto fail; #endif /* open the file for reading */ if ( !vgmstream_open_stream(vgmstream, streamFile, start_offset) ) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; } /* standard Switch Opus, Nintendo header + raw data (generated by opus_test.c?) [Lego City Undercover (Switch)] */ VGMSTREAM * init_vgmstream_opus_std(STREAMFILE *streamFile) { STREAMFILE * PSIFile = NULL; off_t offset = 0; int num_samples = 0, loop_start = 0, loop_end = 0; /* checks */ if (!check_extensions(streamFile,"opus,lopus")) goto fail; /* BlazBlue: Cross Tag Battle (Switch) PSI Metadata for corresponding Opus */ /* Maybe future Arc System Works games will use this too? */ PSIFile = open_streamfile_by_ext(streamFile, "psi"); offset = 0x00; if (PSIFile){ num_samples = read_32bitLE(0x8C, PSIFile); loop_start = read_32bitLE(0x84, PSIFile); loop_end = read_32bitLE(0x88, PSIFile); close_streamfile(PSIFile); } else { num_samples = 0; loop_start = 0; loop_end = 0; } return init_vgmstream_opus(streamFile, meta_OPUS, offset, num_samples,loop_start,loop_end); fail: return NULL; } /* Nippon1 variation [Disgaea 5 (Switch)] */ VGMSTREAM * init_vgmstream_opus_n1(STREAMFILE *streamFile) { off_t offset = 0; int num_samples = 0, loop_start = 0, loop_end = 0; /* checks */ if ( !check_extensions(streamFile,"opus,lopus")) goto fail; if (!((read_32bitBE(0x04,streamFile) == 0x00000000 && read_32bitBE(0x0c,streamFile) == 0x00000000) || (read_32bitBE(0x04,streamFile) == 0xFFFFFFFF && read_32bitBE(0x0c,streamFile) == 0xFFFFFFFF))) goto fail; offset = 0x10; num_samples = 0; loop_start = read_32bitLE(0x00,streamFile); loop_end = read_32bitLE(0x08,streamFile); return init_vgmstream_opus(streamFile, meta_OPUS, offset, num_samples,loop_start,loop_end); fail: return NULL; } /* Capcom variation [Ultra Street Fighter II (Switch), Resident Evil: Revelations (Switch)] */ VGMSTREAM * init_vgmstream_opus_capcom(STREAMFILE *streamFile) { VGMSTREAM *vgmstream = NULL; off_t offset = 0; int num_samples = 0, loop_start = 0, loop_end = 0; int channel_count; /* checks */ if ( !check_extensions(streamFile,"opus,lopus")) goto fail; channel_count = read_32bitLE(0x04,streamFile); if (channel_count != 1 && channel_count != 2 && channel_count != 6) goto fail; /* unknown stream layout */ num_samples = read_32bitLE(0x00,streamFile); /* 0x04: channels, >2 uses interleaved streams (2ch+2ch+2ch) */ loop_start = read_32bitLE(0x08,streamFile); loop_end = read_32bitLE(0x0c,streamFile); /* 0x10: frame size (with extra data) */ /* 0x14: extra chunk count */ /* 0x18: null */ offset = read_32bitLE(0x1c,streamFile); /* 0x20-8: config? (0x0077C102 04000000 E107070C) */ /* 0x2c: some size? */ /* 0x30+: extra chunks (0x00: 0x7f, 0x04: num_sample), alt loop starts/regions? */ if (channel_count == 6) { /* 2ch multistream hacky-hacks, don't try this at home. We'll end up with: * main vgmstream > N vgmstream layers > substream IO deinterleaver > opus meta > Opus IO transmogrifier (phew) */ //todo deinterleave has some problems with reading after total_size layered_layout_data* data = NULL; int layers = channel_count / 2; int i; int loop_flag = (loop_end > 0); /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channel_count,loop_flag); if (!vgmstream) goto fail; vgmstream->layout_type = layout_layered; /* init layout */ data = init_layout_layered(layers); if (!data) goto fail; vgmstream->layout_data = data; /* open each layer subfile */ for (i = 0; i < layers; i++) { STREAMFILE* temp_streamFile = setup_opus_interleave_streamfile(streamFile, offset+0x28*i, layers); if (!temp_streamFile) goto fail; data->layers[i] = init_vgmstream_opus(temp_streamFile, meta_OPUS, 0x00, num_samples,loop_start,loop_end); close_streamfile(temp_streamFile); if (!data->layers[i]) goto fail; } /* setup layered VGMSTREAMs */ if (!setup_layout_layered(data)) goto fail; vgmstream->sample_rate = data->layers[0]->sample_rate; vgmstream->num_samples = data->layers[0]->num_samples; vgmstream->loop_start_sample = data->layers[0]->loop_start_sample; vgmstream->loop_end_sample = data->layers[0]->loop_end_sample; vgmstream->meta_type = meta_OPUS; vgmstream->coding_type = data->layers[0]->coding_type; return vgmstream; } else { return init_vgmstream_opus(streamFile, meta_OPUS, offset, num_samples,loop_start,loop_end); } fail: close_vgmstream(vgmstream); return NULL; } /* Procyon Studio variation [Xenoblade Chronicles 2 (Switch)] */ VGMSTREAM * init_vgmstream_opus_nop(STREAMFILE *streamFile) { off_t offset = 0; int num_samples = 0, loop_start = 0, loop_end = 0, loop_flag; /* checks */ if (!check_extensions(streamFile,"nop")) goto fail; if (read_32bitBE(0x00, streamFile) != 0x73616466 || /* "sadf" */ read_32bitBE(0x08, streamFile) != 0x6f707573) /* "opus" */ goto fail; offset = read_32bitLE(0x1c, streamFile); num_samples = read_32bitLE(0x28, streamFile); loop_flag = read_8bit(0x19, streamFile); if (loop_flag) { loop_start = read_32bitLE(0x2c, streamFile); loop_end = read_32bitLE(0x30, streamFile); } return init_vgmstream_opus(streamFile, meta_OPUS, offset, num_samples,loop_start,loop_end); fail: return NULL; } /* Shin'en variation [Fast RMX (Switch)] */ VGMSTREAM * init_vgmstream_opus_shinen(STREAMFILE *streamFile) { off_t offset = 0; int num_samples = 0, loop_start = 0, loop_end = 0; /* checks */ if ( !check_extensions(streamFile,"opus,lopus")) goto fail; if (read_32bitBE(0x08,streamFile) != 0x01000080) goto fail; offset = 0x08; num_samples = 0; loop_start = read_32bitLE(0x00,streamFile); loop_end = read_32bitLE(0x04,streamFile); /* 0 if no loop */ if (loop_start > loop_end) goto fail; /* just in case */ return init_vgmstream_opus(streamFile, meta_OPUS, offset, num_samples,loop_start,loop_end); fail: return NULL; } /* Bandai Namco Opus (found in NUS3Banks) [Taiko no Tatsujin: Nintendo Switch Version!] */ VGMSTREAM * init_vgmstream_opus_nus3(STREAMFILE *streamFile) { off_t offset = 0; int num_samples = 0, loop_start = 0, loop_end = 0, loop_flag; /* checks */ if (!check_extensions(streamFile, "lopus")) goto fail; if (read_32bitBE(0x00, streamFile) != 0x4F505553) /* "OPUS" */ goto fail; /* Here's an interesting quirk, OPUS header contains big endian values while the Nintendo Opus header and data that follows remain little endian as usual */ offset = read_32bitBE(0x20, streamFile); num_samples = read_32bitBE(0x08, streamFile); /* Check if there's a loop end value to determine loop_flag*/ loop_flag = read_32bitBE(0x18, streamFile); if (loop_flag) { loop_start = read_32bitBE(0x14, streamFile); loop_end = read_32bitBE(0x18, streamFile); } return init_vgmstream_opus(streamFile, meta_OPUS, offset, num_samples, loop_start, loop_end); fail: return NULL; }