#include "meta.h" #include "../coding/coding.h" #include "vsv_streamfile.h" /* .VSV - from Square Enix games [Dawn of Mana: Seiken Densetsu 4 (PS2), Kingdom Hearts Re:Chain of Memories (PS2)] */ VGMSTREAM * init_vgmstream_vsv(STREAMFILE *streamFile) { VGMSTREAM * vgmstream = NULL; STREAMFILE *temp_streamFile = NULL; off_t start_offset; int loop_flag, channel_count, flags, sample_rate, is_rs; size_t loop_start, adjust, data_size, interleave; /* checks */ /* .vsv: extension from internal filenames [KH Re:CoM (PS2), DoM (PS2), KH HD I.5 + II.5 ReMIX (PS4)] * .psh: fake */ if (!check_extensions(streamFile, "vsv,psh")) goto fail; /* 0x00(1x4): flags/config? */ if ((uint8_t)read_8bit(0x03,streamFile) > 0x64) /* possibly volume */ goto fail; if ((uint8_t)read_8bit(0x0a,streamFile) != 0) /* not seen */ goto fail; /* Romancing SaGa (PS2) uses an earlier? version, this seems to work */ is_rs = ((uint16_t)read_16bitLE(0x00,streamFile) == 0); start_offset = 0x00; /* correct, but needs some tricks to fix sound (see below) */ interleave = 0x800; adjust = (uint16_t)read_16bitLE(0x04,streamFile); loop_start = ((uint16_t)read_16bitLE(0x06,streamFile) & 0x7FFF) * interleave; loop_flag = (uint16_t)read_16bitLE(0x06,streamFile) & 0x8000; /* loop_start != 0 works too, no files loop from beginning to end */ sample_rate = (uint16_t)read_16bitLE(0x08,streamFile); flags = (uint8_t)read_8bit (0x0b,streamFile); /* values: 0x01=stereo, 0x10=mono */ data_size = (uint16_t)read_16bitLE(0x0c,streamFile) * interleave; /* 0x0e: ? (may be a low-ish value) */ channel_count = (flags & 1) ? 2 : 1; /* must discard to avoid wrong loops and unwanted data (easier to see in voices) */ if (!is_rs) { /* RS doesn't do this */ /* adjust & 0xF800 is unknown (values=0x0000|0x0800|0xF800, can be mono/stereo, loop/no, adjust/no) */ size_t discard = adjust & 0x07FF; /* at (file_end - 0x800 + discard) is a 0x03 PS flag to check this (adjust 0 does discard full block) */ data_size -= (0x800 - discard) * channel_count; } /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channel_count, loop_flag); if (!vgmstream) goto fail; vgmstream->meta_type = meta_VSV; vgmstream->sample_rate = sample_rate; vgmstream->num_samples = ps_bytes_to_samples(data_size, channel_count); vgmstream->loop_start_sample = ps_bytes_to_samples(loop_start, channel_count); vgmstream->loop_end_sample = vgmstream->num_samples; /* these loops are odd, but comparing the audio wave with the OSTs values seem correct */ if (is_rs) { vgmstream->loop_start_sample -= ps_bytes_to_samples(channel_count*interleave,channel_count); /* maybe *before* loop block? */ vgmstream->loop_start_sample -= ps_bytes_to_samples(0x200*channel_count,channel_count); /* maybe default adjust? */ } vgmstream->coding_type = coding_PSX; vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = interleave; temp_streamFile = setup_vsv_streamfile(streamFile, start_offset, data_size); if (!temp_streamFile) goto fail; if (!vgmstream_open_stream(vgmstream, temp_streamFile, start_offset)) goto fail; close_streamfile(temp_streamFile); return vgmstream; fail: close_streamfile(temp_streamFile); close_vgmstream(vgmstream); return NULL; }