#include "meta.h" #include "../layout/layout.h" #include "../coding/coding.h" #include "ea_schl_streamfile.h" /* header version */ #define EA_VERSION_NONE -1 #define EA_VERSION_V0 0x00 /* ~early PC (when codec1 was used) */ #define EA_VERSION_V1 0x01 /* ~PC */ #define EA_VERSION_V2 0x02 /* ~PS1 */ #define EA_VERSION_V3 0x03 /* ~PS2 */ /* platform constants (unassigned values seem internal only) */ #define EA_PLATFORM_PC 0x00 #define EA_PLATFORM_PSX 0x01 #define EA_PLATFORM_N64 0x02 #define EA_PLATFORM_MAC 0x03 #define EA_PLATFORM_SAT 0x04 #define EA_PLATFORM_PS2 0x05 #define EA_PLATFORM_GC 0x06 /* also used on Wii */ #define EA_PLATFORM_XBOX 0x07 #define EA_PLATFORM_GENERIC 0x08 /* typically Wii/X360/PS3/videos */ #define EA_PLATFORM_X360 0x09 #define EA_PLATFORM_PSP 0x0A #define EA_PLATFORM_PS3 0x0E /* very rare [Need for Speed: Carbon (PS3)] */ #define EA_PLATFORM_WII 0x10 #define EA_PLATFORM_3DS 0x14 /* codec constants (undefined are probably reserved, ie.- sx.exe encodes PCM24/DVI but no platform decodes them) */ /* CODEC1 values were used early, then they migrated to CODEC2 values */ #define EA_CODEC1_NONE -1 #define EA_CODEC1_PCM 0x00 #define EA_CODEC1_VAG 0x01 /* unsure */ #define EA_CODEC1_EAXA 0x07 #define EA_CODEC1_MT10 0x09 #define EA_CODEC1_N64 0x64 /* unknown but probably before MT10 */ #define EA_CODEC2_NONE -1 #define EA_CODEC2_S16LE_INT 0x00 #define EA_CODEC2_S16BE_INT 0x01 #define EA_CODEC2_S8_INT 0x02 #define EA_CODEC2_EAXA_INT 0x03 #define EA_CODEC2_MT10 0x04 #define EA_CODEC2_VAG 0x05 #define EA_CODEC2_N64 0x06 #define EA_CODEC2_S16BE 0x07 #define EA_CODEC2_S16LE 0x08 #define EA_CODEC2_S8 0x09 #define EA_CODEC2_EAXA 0x0A //#define EA_CODEC2_U8_INT 0x0B /* not used */ //#define EA_CODEC2_CDXA 0x0C /* not used */ //#define EA_CODEC2_IMA 0x0D /* not used */ //#define EA_CODEC2_LAYER1 0x0E /* not used */ #define EA_CODEC2_LAYER2 0x0F #define EA_CODEC2_LAYER3 0x10 /* not seen so far but may be used somewhere */ #define EA_CODEC2_GCADPCM 0x12 //#define EA_CODEC2_S24LE_INT 0x13 /* not used */ #define EA_CODEC2_XBOXADPCM 0x14 //#define EA_CODEC2_S24BE_INT 0x15 /* not used */ #define EA_CODEC2_MT5 0x16 #define EA_CODEC2_EALAYER3 0x17 //#define EA_CODEC2_ATRAC3 0x1A /* not seen so far */ #define EA_CODEC2_ATRAC3PLUS 0x1B /* Block headers, SCxy - where x is block ID and y is endianness flag (always 'l'?) */ #define EA_BLOCKID_HEADER 0x5343486C /* "SCHl" */ #define EA_BLOCKID_COUNT 0x5343436C /* "SCCl" */ #define EA_BLOCKID_DATA 0x5343446C /* "SCDl" */ #define EA_BLOCKID_LOOP 0x53434C6C /* "SCLl */ #define EA_BLOCKID_END 0x5343456C /* "SCEl" */ /* Localized block headers, Sxyy - where x is block ID and yy is lang code (e.g. "SHEN"), used in videos */ #define EA_BLOCKID_LOC_HEADER 0x53480000 /* "SH" */ #define EA_BLOCKID_LOC_COUNT 0x53430000 /* "SC" */ #define EA_BLOCKID_LOC_DATA 0x53440000 /* "SD" */ #define EA_BLOCKID_LOC_END 0x53450000 /* "SE" */ #define EA_BLOCKID_LOC_EN 0x0000454E /* English */ #define EA_BLOCKID_LOC_FR 0x00004652 /* French */ #define EA_BLOCKID_LOC_GE 0x00004745 /* German, older */ #define EA_BLOCKID_LOC_DE 0x00004445 /* German, newer */ #define EA_BLOCKID_LOC_IT 0x00004954 /* Italian */ #define EA_BLOCKID_LOC_SP 0x00005350 /* Castilian Spanish, older */ #define EA_BLOCKID_LOC_ES 0x00004553 /* Castilian Spanish, newer */ #define EA_BLOCKID_LOC_MX 0x00004D58 /* Mexican Spanish */ #define EA_BLOCKID_LOC_RU 0x00005255 /* Russian */ #define EA_BLOCKID_LOC_JA 0x00004A41 /* Japanese, older */ #define EA_BLOCKID_LOC_JP 0x00004A50 /* Japanese, newer */ #define EA_BLOCKID_LOC_PL 0x0000504C /* Polish */ #define EA_BLOCKID_LOC_BR 0x00004252 /* Brazilian Portuguese */ #define EA_BNK_HEADER_LE 0x424E4B6C /* "BNKl" */ #define EA_BNK_HEADER_BE 0x424E4B62 /* "BNKb" */ #define EA_MAX_CHANNELS 6 typedef struct { int32_t num_samples; int32_t sample_rate; int32_t channels; int32_t platform; int32_t version; int32_t bps; int32_t codec1; int32_t codec2; int32_t loop_start; int32_t loop_end; uint32_t flag_value; off_t offsets[EA_MAX_CHANNELS]; off_t coefs[EA_MAX_CHANNELS]; off_t loops[EA_MAX_CHANNELS]; int big_endian; int loop_flag; int codec_config; int use_pcm_blocks; size_t stream_size; } ea_header; static VGMSTREAM * parse_schl_block(STREAMFILE* sf, off_t offset, int standalone); static VGMSTREAM * parse_bnk_header(STREAMFILE* sf, off_t offset, int target_stream, int is_embedded); static int parse_variable_header(STREAMFILE* sf, ea_header* ea, off_t begin_offset, int max_length, int bnk_version); static uint32_t read_patch(STREAMFILE* sf, off_t* offset); static off_t get_ea_stream_mpeg_start_offset(STREAMFILE* sf, off_t start_offset, const ea_header* ea); static VGMSTREAM * init_vgmstream_ea_variable_header(STREAMFILE* sf, ea_header* ea, off_t start_offset, int is_bnk, int standalone); static void update_ea_stream_size_and_samples(STREAMFILE* sf, off_t start_offset, VGMSTREAM* vgmstream, int standalone); /* EA SCHl with variable header - from EA games (roughly 1997~2010); generated by EA Canada's sx.exe/Sound eXchange */ VGMSTREAM* init_vgmstream_ea_schl(STREAMFILE* sf) { /* check extension */ /* they don't seem enforced by EA's tools but usually: * .asf: ~early (audio stream file?) [ex. Need for Speed II (PC)] * .lasf: fake for plugins * .str: ~early [ex. FIFA 98 (PS1), FIFA 2002 (PS1)] * .chk: ~early [ex. NBA Live 98 (PS1)] * .eam: ~mid? * .exa: ~mid [ex. 007 - From Russia with Love] * .sng: ~late (FIFA games) * .aud: ~late [ex. FIFA 14 (3DS)] * .strm: MySims Kingdom (Wii) * .stm: FIFA 12 (3DS) * .sx: FIFA 98 (SAT) * .xa: ? * .hab: GoldenEye - Rogue Agent (inside .big) * .xsf: 007 - Agent Under Fire (Xbox) * .gsf: 007 - Everything or Nothing (GC) * .mus: map/mpf+mus only? * (extensionless): SSX (PS2) (inside .big) */ if (!check_extensions(sf,"asf,lasf,str,chk,eam,exa,sng,aud,sx,xa,strm,stm,hab,xsf,gsf,mus,")) goto fail; /* check header */ if (read_32bitBE(0x00,sf) != EA_BLOCKID_HEADER && /* "SCHl" */ read_32bitBE(0x00,sf) != (EA_BLOCKID_LOC_HEADER | EA_BLOCKID_LOC_EN) && /* "SHEN" */ read_32bitBE(0x00,sf) != (EA_BLOCKID_LOC_HEADER | EA_BLOCKID_LOC_FR) && /* "SHFR" */ read_32bitBE(0x00,sf) != (EA_BLOCKID_LOC_HEADER | EA_BLOCKID_LOC_GE) && /* "SHGE" */ read_32bitBE(0x00,sf) != (EA_BLOCKID_LOC_HEADER | EA_BLOCKID_LOC_DE) && /* "SHDE" */ read_32bitBE(0x00,sf) != (EA_BLOCKID_LOC_HEADER | EA_BLOCKID_LOC_IT) && /* "SHIT" */ read_32bitBE(0x00,sf) != (EA_BLOCKID_LOC_HEADER | EA_BLOCKID_LOC_SP) && /* "SHSP" */ read_32bitBE(0x00,sf) != (EA_BLOCKID_LOC_HEADER | EA_BLOCKID_LOC_ES) && /* "SHES" */ read_32bitBE(0x00,sf) != (EA_BLOCKID_LOC_HEADER | EA_BLOCKID_LOC_MX) && /* "SHMX" */ read_32bitBE(0x00,sf) != (EA_BLOCKID_LOC_HEADER | EA_BLOCKID_LOC_RU) && /* "SHRU" */ read_32bitBE(0x00,sf) != (EA_BLOCKID_LOC_HEADER | EA_BLOCKID_LOC_JA) && /* "SHJA" */ read_32bitBE(0x00,sf) != (EA_BLOCKID_LOC_HEADER | EA_BLOCKID_LOC_JP) && /* "SHJP" */ read_32bitBE(0x00,sf) != (EA_BLOCKID_LOC_HEADER | EA_BLOCKID_LOC_PL) && /* "SHPL" */ read_32bitBE(0x00,sf) != (EA_BLOCKID_LOC_HEADER | EA_BLOCKID_LOC_BR)) /* "SHBR" */ goto fail; /* Stream is divided into blocks/chunks: SCHl=audio header, SCCl=count of SCDl, SCDl=data xN, SCLl=loop end, SCEl=end. * Video uses picture blocks (MVhd/MV0K/etc) and sometimes multiaudio blocks (SHxx/SCxx/SDxx/SExx where xx=language). * The number/size is affected by: block rate setting, sample rate, channels, CPU location (SPU/main/DSP/others), etc */ return parse_schl_block(sf, 0x00, 1); fail: return NULL; } /* EA SCHl inside non-demuxed videos, used in current gen games too */ VGMSTREAM * init_vgmstream_ea_schl_video(STREAMFILE* sf) { VGMSTREAM* vgmstream = NULL; off_t offset = 0, start_offset = 0; int blocks_done = 0; int total_subsongs, target_subsong = sf->stream_index; int32_t(*read_32bit)(off_t, STREAMFILE*); /* check extension */ /* .uv: early */ /* .dct: early-mid [ex. Need for Speed II SE (PC), FIFA 98 (PC)] */ /* .mad: mid */ /* .vp6: late */ if (check_extensions(sf, "uv,dct")) { /* starts with audio header block */ if (read_32bitBE(0x00, sf) != EA_BLOCKID_HEADER) /* "SCHl" */ goto fail; } else if (check_extensions(sf, "mad")) { /* check initial movie block id */ if (read_32bitBE(0x00, sf) != 0x4D41446B) /* "MADk" */ goto fail; } else if (check_extensions(sf, "vp6")) { /* check initial movie block id */ if (read_32bitBE(0x00, sf) != 0x4D566864) /* "MVhd" */ goto fail; } else { goto fail; } /* use block size to check endianness */ if (guess_endianness32bit(0x04, sf)) { read_32bit = read_32bitBE; } else { read_32bit = read_32bitLE; } /* find starting valid header for the parser */ while (offset < get_streamfile_size(sf)) { uint32_t block_id = read_32bitBE(offset+0x00,sf); uint32_t block_size = read_32bit (offset+0x04,sf); /* find "SCHl" or "SHxx" blocks */ if ((block_id == EA_BLOCKID_HEADER) || ((block_id & 0xFFFF0000) == EA_BLOCKID_LOC_HEADER)) { start_offset = offset; break; } if (block_size == 0xFFFFFFFF) goto fail; if (blocks_done > 10) goto fail; /* unlikely to contain music */ blocks_done++; offset += block_size; } if (offset >= get_streamfile_size(sf)) goto fail; /* find target subsong (one per each SHxx multilang block) */ total_subsongs = 1; if (target_subsong == 0) target_subsong = 1; offset = start_offset; while (offset < get_streamfile_size(sf)) { uint32_t block_id = read_32bitBE(offset+0x00,sf); uint32_t block_size = read_32bit (offset+0x04,sf); /* no more subsongs (assumes all SHxx headers go together) */ if (((block_id & 0xFFFF0000) != EA_BLOCKID_LOC_HEADER)) { break; } if (target_subsong == total_subsongs) { start_offset = offset; /* keep counting subsongs */ } total_subsongs++; offset += block_size; } if (target_subsong < 0 || target_subsong > total_subsongs || total_subsongs < 1) goto fail; vgmstream = parse_schl_block(sf, start_offset, 1); if (!vgmstream) goto fail; vgmstream->num_streams = total_subsongs; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; } /* EA BNK with variable header - from EA games SFXs; also created by sx.exe */ VGMSTREAM * init_vgmstream_ea_bnk(STREAMFILE* sf) { int target_stream = sf->stream_index; /* check extension */ /* .bnk: common * .sdt: Harry Potter games * .mus: streams/jingles (rare) * .abk: GoldenEye - Rogue Agent * .ast: FIFA 2004 (inside .big) */ if (!check_extensions(sf,"bnk,sdt,mus,abk,ast")) goto fail; if (target_stream == 0) target_stream = 1; return parse_bnk_header(sf, 0x00, target_stream - 1, 0); fail: return NULL; } /* EA ABK - common soundbank format in 6th-gen games, can reference RAM and streamed assets */ /* RAM assets are stored in embedded BNK file */ /* streamed assets are stored externally in AST file (mostly seen in earlier 6th-gen games) */ VGMSTREAM * init_vgmstream_ea_abk(STREAMFILE* sf) { int bnk_target_stream, is_dupe, total_sounds = 0, target_stream = sf->stream_index; off_t bnk_offset, modules_table, module_data, player_offset, samples_table, entry_offset, target_entry_offset, schl_offset, schl_loop_offset; uint32_t i, j, k, num_sounds, num_sample_tables; uint16_t num_modules; uint8_t sound_type, num_players; off_t sample_tables[0x400]; STREAMFILE * astData = NULL; VGMSTREAM * vgmstream = NULL; segmented_layout_data *data_s = NULL; int32_t(*read_32bit)(off_t, STREAMFILE*); int16_t(*read_16bit)(off_t, STREAMFILE*); /* check extension */ if (!check_extensions(sf, "abk")) goto fail; if (read_32bitBE(0x00, sf) != 0x41424B43) /* "ABKC" */ goto fail; /* use table offset to check endianness */ if (guess_endianness32bit(0x1C, sf)) { 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_modules = read_16bit(0x0A, sf); modules_table = read_32bit(0x1C, sf); bnk_offset = read_32bit(0x20, sf); target_entry_offset = 0; num_sample_tables = 0; /* check to avoid clashing with the newer ABK format */ if (bnk_offset && read_32bitBE(bnk_offset, sf) != EA_BNK_HEADER_LE && read_32bitBE(bnk_offset, sf) != EA_BNK_HEADER_BE) goto fail; for (i = 0; i < num_modules; i++) { num_players = read_8bit(modules_table + 0x24, sf); module_data = read_32bit(modules_table + 0x2C, sf); if (num_players == 0xff) goto fail; /* EOF read */ for (j = 0; j < num_players; j++) { player_offset = read_32bit(modules_table + 0x3C + 0x04 * j, sf); samples_table = read_32bit(module_data + player_offset + 0x04, sf); /* multiple players may point at the same sound table */ is_dupe = 0; for (k = 0; k < num_sample_tables; k++) { if (samples_table == sample_tables[k]) { is_dupe = 1; break; } } if (is_dupe) continue; sample_tables[num_sample_tables++] = samples_table; num_sounds = read_32bit(samples_table, sf); if (num_sounds == 0xffffffff) goto fail; /* EOF read */ for (k = 0; k < num_sounds; k++) { entry_offset = samples_table + 0x04 + 0x0C * k; sound_type = read_8bit(entry_offset + 0x00, sf); /* some of these are dummies pointing at sound 0 in BNK */ if (sound_type == 0x00 && read_32bit(entry_offset + 0x04, sf) == 0) continue; total_sounds++; if (target_stream == total_sounds) target_entry_offset = entry_offset; } } /* skip class controllers */ num_players += read_8bit(modules_table + 0x27, sf); modules_table += 0x3C + num_players * 0x04; } if (target_entry_offset == 0) goto fail; /* 0x00: type (0x00 - normal, 0x01 - streamed, 0x02 - streamed looped) */ /* 0x01: priority */ /* 0x02: padding */ /* 0x04: index for normal sounds, offset for streamed sounds */ /* 0x08: loop offset for streamed sounds */ sound_type = read_8bit(target_entry_offset + 0x00, sf); switch (sound_type) { case 0x00: if (!bnk_offset) goto fail; bnk_target_stream = read_32bit(target_entry_offset + 0x04, sf); vgmstream = parse_bnk_header(sf, bnk_offset, bnk_target_stream, 1); if (!vgmstream) goto fail; break; case 0x01: astData = open_streamfile_by_ext(sf, "ast"); if (!astData) goto fail; schl_offset = read_32bit(target_entry_offset + 0x04, sf); if (read_32bitBE(schl_offset, astData) != EA_BLOCKID_HEADER) goto fail; vgmstream = parse_schl_block(astData, schl_offset, 0); if (!vgmstream) goto fail; break; case 0x02: astData = open_streamfile_by_ext(sf, "ast"); if (!astData) goto fail; /* looped sounds basically consist of two independent segments * the first one is loop start, the second one is loop body */ schl_offset = read_32bit(target_entry_offset + 0x04, sf); schl_loop_offset = read_32bit(target_entry_offset + 0x08, sf); if (read_32bitBE(schl_offset, astData) != EA_BLOCKID_HEADER || read_32bitBE(schl_loop_offset, astData) != EA_BLOCKID_HEADER) goto fail; /* init layout */ data_s = init_layout_segmented(2); if (!data_s) goto fail; /* load intro and loop segments */ data_s->segments[0] = parse_schl_block(astData, schl_offset, 0); if (!data_s->segments[0]) goto fail; data_s->segments[1] = parse_schl_block(astData, schl_loop_offset, 0); if (!data_s->segments[1]) goto fail; /* setup segmented VGMSTREAMs */ if (!setup_layout_segmented(data_s)) goto fail; /* build the VGMSTREAM */ vgmstream = allocate_segmented_vgmstream(data_s, 1, 1, 1); if (!vgmstream) goto fail; break; default: goto fail; break; } vgmstream->num_streams = total_sounds; close_streamfile(astData); return vgmstream; fail: close_streamfile(astData); free_layout_segmented(data_s); return NULL; } /* EA HDR/DAT v1 (2004-2005) - used for storing speech and other streamed sounds (except for music) */ VGMSTREAM * init_vgmstream_ea_hdr_dat(STREAMFILE* sf) { VGMSTREAM* vgmstream; STREAMFILE* sf_dat = NULL; int target_stream = sf->stream_index; uint32_t offset_mult; uint8_t userdata_size, total_sounds; size_t dat_size; off_t schl_offset; /* checks */ if (!check_extensions(sf, "hdr")) goto fail; /* main header is machine endian but it's not important here */ /* 0x00: ID */ /* 0x02: sub-ID (used for different police voices in NFS games) */ /* 0x04: parameters (userdata size, ...) */ /* 0x05: number of files */ /* 0x06: alt number of files? */ /* 0x07: offset multiplier flag */ /* 0x08: combined size of all sounds without padding divided by offset mult */ /* 0x0a: zero */ /* 0x0c: table start */ /* no nice way to validate these so we do what we can */ if (read_u16be(0x0a, sf) != 0) goto fail; /* first offset is always zero */ if (read_u16be(0x0c, sf) != 0) goto fail; /* must be accompanied by DAT file with SCHl sounds */ sf_dat = open_streamfile_by_ext(sf, "dat"); if (!sf_dat) goto fail; if (read_u32be(0x00, sf_dat) != EA_BLOCKID_HEADER) goto fail; userdata_size = read_u8(0x04, sf) & 0x0F; total_sounds = read_u8(0x05, sf); offset_mult = read_u8(0x07, sf) * 0x0100 + 0x0100; if (read_u8(0x06, sf) > total_sounds) goto fail; dat_size = get_streamfile_size(sf_dat); if (read_u16le(0x08, sf) * offset_mult > dat_size && read_u16be(0x08, sf) * offset_mult > dat_size) goto fail; if (target_stream == 0) target_stream = 1; if (target_stream < 0 || total_sounds == 0 || target_stream > total_sounds) goto fail; /* offsets are always big endian */ schl_offset = read_u16be(0x0C + (0x02 + userdata_size) * (target_stream - 1), sf) * offset_mult; if (read_32bitBE(schl_offset, sf_dat) != EA_BLOCKID_HEADER) goto fail; vgmstream = parse_schl_block(sf_dat, schl_offset, 0); if (!vgmstream) goto fail; vgmstream->num_streams = total_sounds; close_streamfile(sf_dat); return vgmstream; fail: close_streamfile(sf_dat); return NULL; } /* EA HDR/DAT v2 (2006-2014) */ VGMSTREAM * init_vgmstream_ea_hdr_dat_v2(STREAMFILE* sf) { VGMSTREAM *vgmstream; STREAMFILE *sf_dat = NULL; int target_stream = sf->stream_index; uint32_t offset_mult; uint8_t userdata_size, total_sounds; size_t dat_size; off_t schl_offset; /* checks */ if (!check_extensions(sf, "hdr")) goto fail; /* main header is machine endian but it's not important here */ /* 0x00: ID */ /* 0x02: parameters (userdata size, ...) */ /* 0x03: number of files */ /* 0x04: sub-ID (used for different police voices in NFS games) */ /* 0x08: sample repeat (alt number of files?) */ /* 0x09: block size (offset multiplier) */ /* 0x0A: number of blocks (DAT size divided by block size) */ /* 0x0C: number of sub-banks (always zero?) */ /* 0x0E: padding */ /* 0x10: table start */ /* no nice way to validate these so we do what we can */ if (read_u32be(0x0c, sf) != 0) goto fail; /* first offset is always zero */ if (read_u16be(0x10, sf) != 0) goto fail; /* must be accompanied by DAT file with SCHl sounds */ sf_dat = open_streamfile_by_ext(sf, "dat"); if (!sf_dat) goto fail; if (read_u32be(0x00, sf_dat) != EA_BLOCKID_HEADER) goto fail; userdata_size = read_u8(0x02, sf) & 0x0F; total_sounds = read_u8(0x03, sf); offset_mult = read_u8(0x09, sf) * 0x0100 + 0x0100; if (read_u8(0x08, sf) > total_sounds) goto fail; dat_size = get_streamfile_size(sf_dat); if (read_u16le(0x0a, sf) * offset_mult > dat_size && read_u16be(0x0a, sf) * offset_mult > dat_size) goto fail; if (target_stream == 0) target_stream = 1; if (target_stream < 0 || total_sounds == 0 || target_stream > total_sounds) goto fail; /* offsets are always big endian */ schl_offset = read_u16be(0x10 + (0x02 + userdata_size) * (target_stream - 1), sf) * offset_mult; if (read_32bitBE(schl_offset, sf_dat) != EA_BLOCKID_HEADER) goto fail; vgmstream = parse_schl_block(sf_dat, schl_offset, 0); if (!vgmstream) goto fail; vgmstream->num_streams = total_sounds; close_streamfile(sf_dat); return vgmstream; fail: close_streamfile(sf_dat); return NULL; } /* open map/mpf+mus pairs that aren't exact pairs, since EA's games can load any combo */ static STREAMFILE* open_mapfile_pair(STREAMFILE* sf, int track, int num_tracks) { static const char *const mapfile_pairs[][2] = { /* standard cases, replace map part with mus part (from the end to preserve prefixes) */ {"MUS_CTRL.MPF", "MUS_STR.MUS"}, /* GoldenEye - Rogue Agent (PS2) */ {"mus_ctrl.mpf", "mus_str.mus"}, /* GoldenEye - Rogue Agent (others) */ {"AKA_Mus.mpf", "Track.mus"}, /* Boogie */ {"SSX4FE.mpf", "TrackFE.mus"}, /* SSX On Tour */ {"SSX4Path.mpf", "Track.mus"}, /* SSX On Tour */ {"SSX4.mpf", "moments0.mus,main.mus,load_loop0.mus"}, /* SSX Blur */ {"willow.mpf", "willow.mus,willow_o.mus"}, /* Harry Potter and the Chamber of Secrets */ {"exterior.mpf", "exterior.mus,ext_o.mus"}, /* Harry Potter and the Chamber of Secrets */ {"Peak1Amb.mpf", "Peak1_Strm.mus,Peak1_Ovr0.mus"}, /* SSX 3 */ {"Peak2Amb.mpf", "Peak2_Strm.mus,Peak2_Ovr0.mus"}, {"Peak3Amb.mpf", "Peak3_Strm.mus,Peak3_Ovr0.mus"}, {"*.mpf", "*_main.mus"}, /* 007 - Everything or Nothing */ /* TODO: need better wildcard support * NSF2: * ZTRxxROK.MAP > ZTRxx.TRJ * ZTRxxTEC.MAP > ZTRxx.TRM * ZZSHOW.MAP and ZZSHOW2.MAP > ZZSHOW.MUS * NSF3: * ZTRxxROK.MAP > ZZZTRxxA.TRJ * ZTRxxTEC.MAP > ZZZTRxxB.TRM * ZTR00R0A.MAP and ZTR00R0B.MAP > ZZZTR00A.TRJ * other extra files that may need the hack below * SSX 3: * *.mpf > *.mus,xxloops0.mus * really need to think of something for this */ }; STREAMFILE* sf_mus = NULL; char file_name[PATH_LIMIT]; int pair_count = (sizeof(mapfile_pairs)/sizeof(mapfile_pairs[0])); int i, j; size_t file_len, map_len; /* if loading the first track, try opening MUS with the same name first (most common scenario) */ if (track == 0) { sf_mus = open_streamfile_by_ext(sf, "mus"); if (sf_mus) return sf_mus; } get_streamfile_filename(sf, file_name, PATH_LIMIT); file_len = strlen(file_name); for (i = 0; i < pair_count; i++) { const char *map_name = mapfile_pairs[i][0]; const char *mus_name = mapfile_pairs[i][1]; char buf[PATH_LIMIT] = {0}; char *pch; int use_mask = 0; map_len = strlen(map_name); /* replace map_name with expected mus_name */ if (file_len < map_len) continue; if (map_name[0] == '*') { use_mask = 1; map_name++; map_len--; if (strcmp(file_name + (file_len - map_len), map_name) != 0) continue; } else { if (strcmp(file_name, map_name) != 0) continue; } strncpy(buf, mus_name, PATH_LIMIT - 1); pch = strtok(buf, ","); //TODO: not thread safe in std C for (j = 0; j < track && pch; j++) { pch = strtok(NULL, ","); } if (!pch) continue; /* invalid track */ if (use_mask) { file_name[file_len - map_len] = '\0'; strncat(file_name, pch + 1, PATH_LIMIT - 1); } else { strncpy(file_name, pch, PATH_LIMIT - 1); } sf_mus = open_streamfile_by_filename(sf, file_name); if (sf_mus) return sf_mus; get_streamfile_filename(sf, file_name, PATH_LIMIT); /* reset for next loop */ } /* hack when when multiple maps point to the same mus, uses name before "+" * ex. ZZZTR00A.TRJ+ZTR00PGR.MAP or ZZZTR00A.TRJ+ZTR00R0A.MAP both point to ZZZTR00A.TRJ * [Need for Speed II (PS1), Need for Speed III (PS1)] */ { char *mod_name = strchr(file_name, '+'); if (mod_name) { mod_name[0] = '\0'; sf_mus = open_streamfile_by_filename(sf, file_name); if (sf_mus) return sf_mus; } } VGM_LOG("No MPF/MUS pair specified for %s.\n", file_name); return NULL; } /* EA MAP/MUS combo - used in older games for interactive music (for EA's PathFinder tool) */ VGMSTREAM * init_vgmstream_ea_map_mus(STREAMFILE* sf) { VGMSTREAM* vgmstream = NULL; STREAMFILE* sf_mus = NULL; uint8_t version, num_sounds, num_events, num_sections; off_t section_offset, schl_offset; int target_stream = sf->stream_index; /* check extension */ if (!check_extensions(sf, "map,lin,mpf")) goto fail; /* always big endian */ if (read_32bitBE(0x00, sf) != 0x50464478) /* "PFDx" */ goto fail; version = read_8bit(0x04, sf); if (version > 1) goto fail; sf_mus = open_mapfile_pair(sf, 0, 1); if (!sf_mus) goto fail; /* * 0x04: version * 0x05: starting node * 0x06: number of nodes * 0x07: number of sections * 0x08: three zeroes * 0x0b: number of events * 0x0c: data start */ num_sounds = read_8bit(0x06, sf); num_sections = read_8bit(0x07, sf); num_events = read_8bit(0x0b, sf); section_offset = 0x0c; /* section 1: nodes, contains information about segment playback order */ section_offset += num_sounds * 0x1c; /* section 2: events, specific to game and track */ section_offset += num_events * num_sections; if (target_stream == 0) target_stream = 1; if (target_stream < 0 || num_sounds == 0 || target_stream > num_sounds) goto fail; /* section 3: samples */ schl_offset = read_32bitBE(section_offset + (target_stream - 1) * 0x04, sf); if (read_32bitBE(schl_offset, sf_mus) != EA_BLOCKID_HEADER) goto fail; vgmstream = parse_schl_block(sf_mus, schl_offset, 0); if (!vgmstream) goto fail; vgmstream->num_streams = num_sounds; close_streamfile(sf_mus); return vgmstream; fail: close_streamfile(sf_mus); return NULL; } /* EA MPF/MUS combo - used in 6th gen games for interactive music (for EA's PathFinder tool) */ VGMSTREAM * init_vgmstream_ea_mpf_mus(STREAMFILE* sf) { VGMSTREAM* vgmstream = NULL; STREAMFILE* sf_mus = NULL; segmented_layout_data *data_s = NULL; uint32_t track_start, track_end, track_hash, tracks_table, samples_table, section_offset, entry_offset, eof_offset, off_mult, sound_offset; uint16_t num_nodes; uint8_t version, sub_version, num_tracks, num_sections, num_events, num_routers, num_vars, subentry_num; int32_t(*read_u32)(off_t, STREAMFILE*); int16_t(*read_u16)(off_t, STREAMFILE*); int i; int target_stream = sf->stream_index, total_streams, big_endian, is_bnk = 0; /* check extension */ if (!check_extensions(sf, "mpf")) goto fail; /* detect endianness */ if (read_32bitBE(0x00, sf) == 0x50464478) { /* "PFDx" */ read_u32 = read_u32be; read_u16 = read_u16be; big_endian = 1; } else if (read_32bitLE(0x00, sf) == 0x50464478) { /* "xDFP" */ read_u32 = read_u32le; read_u16 = read_u16le; big_endian = 0; } else { goto fail; } version = read_u8(0x04, sf); sub_version = read_u8(0x05, sf); if (version < 3 || version > 5) goto fail; if (version == 5 && sub_version > 2) goto fail; /* newer version using SNR/SNS */ num_tracks = read_u8(0x0d, sf); num_sections = read_u8(0x0e, sf); num_events = read_u8(0x0f, sf); num_routers = read_u8(0x10, sf); num_vars = read_u8(0x11, sf); num_nodes = read_u16(0x12, sf); /* HACK: number of sub-entries for nodes and events is stored in bitstreams that are different in LE and BE */ /* I can't figure it out, so let's just use a workaround for now */ if (target_stream == 0) target_stream = 1; if (version == 3) /* SSX Tricky (v3.1), Harry Potter and the Chamber of Secrets (v3.4) */ { /* we need to go through all the sections to get to the samples table */ if (sub_version != 1 && sub_version != 2 && sub_version != 4) goto fail; /* get the last entry offset */ section_offset = 0x24; entry_offset = read_u16(section_offset + (num_nodes - 1) * 0x02, sf) * 0x04; if (sub_version == 1 || sub_version == 2) { subentry_num = read_u8(entry_offset + 0x0b, sf); } else if (sub_version == 4) { if (big_endian) { subentry_num = (read_u32be(entry_offset + 0x04, sf) >> 19) & 0xFF; } else { subentry_num = (read_u32be(entry_offset + 0x04, sf) >> 16) & 0xFF; } } section_offset = entry_offset + 0x0c + subentry_num * 0x04; section_offset += align_size_to_block(num_events * num_tracks * num_sections, 0x04); section_offset += num_routers * 0x04; section_offset += num_vars * 0x04; tracks_table = read_u32(section_offset, sf) * 0x04; if (sub_version == 1 || sub_version == 2) samples_table = tracks_table + num_tracks * 0x04; else if (sub_version == 4) samples_table = tracks_table + (num_tracks + 1) * 0x04; if (sub_version == 1 || sub_version == 2) eof_offset = get_streamfile_size(sf); else if (sub_version == 4) eof_offset = read_u32(tracks_table + num_tracks * 0x04, sf) * 0x04; total_streams = (eof_offset - samples_table) / 0x08; off_mult = 0x04; track_start = total_streams; for (i = num_tracks - 1; i >= 0; i--) { track_end = track_start; track_start = read_u32(tracks_table + i * 0x04, sf) * 0x04; track_start = (track_start - samples_table) / 0x08; if (track_start <= target_stream - 1) break; } } else if (version == 4) { /* Need for Speed: Underground 2, SSX 3, Harry Potter and the Prisoner of Azkaban */ /* we need to go through all the sections to get to the samples table */ /* get the last entry offset */ section_offset = 0x20; entry_offset = read_u16(section_offset + (num_nodes - 1) * 0x02, sf) * 0x04; if (big_endian) { subentry_num = (read_u32be(entry_offset + 0x04, sf) >> 15) & 0xFF; } else { subentry_num = (read_u32be(entry_offset + 0x04, sf) >> 20) & 0xFF; } section_offset = entry_offset + 0x10 + subentry_num * 0x04; /* get the last entry offset */ entry_offset = read_u16(section_offset + (num_events - 1) * 0x02, sf) * 0x04; if (big_endian) { subentry_num = (read_u32be(entry_offset + 0x0c, sf) >> 10) & 0xFF; } else { subentry_num = (read_u32be(entry_offset + 0x0c, sf) >> 8) & 0xFF; } section_offset = entry_offset + 0x10 + subentry_num * 0x10; /* TODO: verify this */ section_offset = read_u32(section_offset, sf) * 0x04; section_offset += num_routers * 0x04; section_offset += num_vars * 0x04; tracks_table = section_offset; samples_table = tracks_table + (num_tracks + 1) * 0x04; eof_offset = read_u32(tracks_table + num_tracks * 0x04, sf) * 0x04; total_streams = (eof_offset - samples_table) / 0x08; off_mult = 0x80; track_start = total_streams; for (i = num_tracks - 1; i >= 0; i--) { track_end = track_start; track_start = read_u32(tracks_table + i * 0x04, sf) * 0x04; track_start = (track_start - samples_table) / 0x08; if (track_start <= target_stream - 1) break; } } else if (version == 5) { /* Need for Speed: Most Wanted, Need for Speed: Carbon */ tracks_table = read_u32(0x2c, sf); samples_table = read_u32(0x34, sf); eof_offset = read_u32(0x38, sf); total_streams = (eof_offset - samples_table) / 0x08; off_mult = 0x80; track_start = total_streams; for (i = num_tracks - 1; i >= 0; i--) { track_end = track_start; entry_offset = read_u32(tracks_table + i * 0x04, sf) * 0x04; track_start = read_u32(entry_offset + 0x00, sf); if (track_start <= target_stream - 1) { track_hash = read_u32be(entry_offset + 0x08, sf); is_bnk = (track_hash == 0xF1F1F1F1); /* checks to distinguish it from SNR/SNS version */ if (is_bnk) { if (read_u32be(entry_offset + 0x0c, sf) == 0x00) goto fail; track_hash = read_u32be(entry_offset + 0x14, sf); if (track_hash == 0xF1F1F1F1) continue; /* empty track */ } else { if (read_u32be(entry_offset + 0x0c, sf) != 0x00) goto fail; } break; } } } else { goto fail; } if (target_stream < 0 || total_streams == 0 || target_stream > total_streams) goto fail; /* open MUS file that matches this track */ sf_mus = open_mapfile_pair(sf, i, num_tracks); if (!sf_mus) goto fail; if (version == 5) { if (read_u32be(0x00, sf_mus) != track_hash) goto fail; } else { is_bnk = (read_u32be(0x00, sf_mus) == (big_endian ? EA_BNK_HEADER_BE : EA_BNK_HEADER_LE)); } /* 0x00 - offset/BNK index, 0x04 - duration (in milliseconds) */ sound_offset = read_u32(samples_table + (target_stream - 1) * 0x08 + 0x00, sf); if (is_bnk) { /* for some reason, RAM segments are almost always split into multiple sounds (usually 4) */ off_t bnk_offset = version < 5 ? 0x00 : 0x100; int bnk_total_sounds = read_u16(0x06, sf_mus); int bnk_segments; /* play until the next entry in MPF track or the end of BNK */ if (target_stream < track_end) { bnk_segments = read_u32(samples_table + (target_stream - 0) * 0x08 + 0x00, sf) - sound_offset; } else { bnk_segments = bnk_total_sounds - sound_offset; } /* init layout */ data_s = init_layout_segmented(bnk_segments); if (!data_s) goto fail; for (i = 0; i < bnk_segments; i++) data_s->segments[i] = parse_bnk_header(sf_mus, bnk_offset, sound_offset + i, 1); /* setup segmented VGMSTREAMs */ if (!setup_layout_segmented(data_s)) goto fail; vgmstream = allocate_segmented_vgmstream(data_s, 0, 0, 0); if (!vgmstream) goto fail; } else { sound_offset *= off_mult;; if (read_32bitBE(sound_offset, sf_mus) != EA_BLOCKID_HEADER) goto fail; vgmstream = parse_schl_block(sf_mus, sound_offset, 0); if (!vgmstream) goto fail; } vgmstream->num_streams = total_streams; get_streamfile_filename(sf_mus, vgmstream->stream_name, STREAM_NAME_SIZE); close_streamfile(sf_mus); return vgmstream; fail: close_streamfile(sf_mus); free_layout_segmented(data_s); return NULL; } /* EA SCHl with variable header - from EA games (roughly 1997~2010); generated by EA Canada's sx.exe/Sound eXchange */ static VGMSTREAM * parse_schl_block(STREAMFILE* sf, off_t offset, int standalone) { off_t start_offset, header_offset; size_t header_size; uint32_t header_id; ea_header ea = { 0 }; /* use higher bits to store target localized block in case of multilang video, * so only header sub-id will be read and other langs skipped */ header_id = read_32bitBE(offset + 0x00, sf); if ((header_id & 0xFFFF0000) == EA_BLOCKID_LOC_HEADER) { ea.codec_config |= (header_id & 0xFFFF) << 16; } if (guess_endianness32bit(offset + 0x04, sf)) { /* size is always LE, except in early SS/MAC */ header_size = read_32bitBE(offset + 0x04, sf); ea.codec_config |= 0x02; } else { header_size = read_32bitLE(offset + 0x04, sf); } header_offset = offset + 0x08; if (!parse_variable_header(sf, &ea, header_offset, header_size - 0x08, 0)) goto fail; start_offset = offset + header_size; /* starts in "SCCl" (skipped in block layout) or very rarely "SCDl" and maybe movie blocks */ /* rest is common */ return init_vgmstream_ea_variable_header(sf, &ea, start_offset, 0, standalone); fail: return NULL; } /* EA BNK with variable header - from EA games SFXs; also created by sx.exe */ static VGMSTREAM * parse_bnk_header(STREAMFILE* sf, off_t offset, int target_stream, int is_embedded) { uint32_t i; uint16_t num_sounds; off_t header_offset, start_offset, test_offset, table_offset, entry_offset; size_t header_size; ea_header ea = { 0 }; int32_t(*read_32bit)(off_t, STREAMFILE*) = NULL; int16_t(*read_16bit)(off_t, STREAMFILE*) = NULL; VGMSTREAM *vgmstream = NULL; int bnk_version; int real_bnk_sounds = 0; /* check header */ /* BNK header endianness is platform-native */ if (read_32bitBE(offset + 0x00, sf) == EA_BNK_HEADER_BE) { read_32bit = read_32bitBE; read_16bit = read_16bitBE; } else if (read_32bitBE(offset + 0x00, sf) == EA_BNK_HEADER_LE) { read_32bit = read_32bitLE; read_16bit = read_16bitLE; } else { goto fail; } bnk_version = read_8bit(offset + 0x04, sf); num_sounds = read_16bit(offset + 0x06, sf); /* check multi-streams */ switch (bnk_version) { case 0x02: /* early [Need For Speed II (PC/PS1), FIFA 98 (PC/PS1/SAT)] */ table_offset = 0x0c; header_size = read_32bit(offset + 0x08, sf); /* full size */ break; case 0x04: /* mid (last used in PSX banks) */ case 0x05: /* late (generated by sx.exe ~v2+) */ /* 0x08: header/file size, 0x0C: file size/null, 0x10: always null */ table_offset = 0x14; header_size = get_streamfile_size(sf); /* unknown (header is variable and may have be garbage until data) */ break; default: VGM_LOG("EA BNK: unknown version %x\n", bnk_version); goto fail; } header_offset = 0; if (is_embedded) { if (target_stream < 0 || target_stream >= num_sounds) goto fail; entry_offset = offset + table_offset + 0x04 * target_stream; header_offset = entry_offset + read_32bit(entry_offset, sf); } else { /* some of these are dummies with zero offset, skip them when opening standalone BNK */ for (i = 0; i < num_sounds; i++) { entry_offset = offset + table_offset + 0x04 * i; test_offset = read_32bit(entry_offset, sf); if (test_offset != 0) { if (target_stream == real_bnk_sounds) header_offset = entry_offset + test_offset; real_bnk_sounds++; } } } if (header_offset == 0) goto fail; if (!parse_variable_header(sf, &ea, header_offset, header_size - header_offset, bnk_version)) goto fail; /* fix absolute offsets so it works in next funcs */ if (offset) { for (i = 0; i < ea.channels; i++) { ea.offsets[i] += offset; } } start_offset = ea.offsets[0]; /* first channel, presumably needed for MPEG */ /* rest is common */ vgmstream = init_vgmstream_ea_variable_header(sf, &ea, start_offset, bnk_version, 0); if (!vgmstream) goto fail; if (!is_embedded) { vgmstream->num_streams = real_bnk_sounds; } return vgmstream; fail: return NULL; } /* inits VGMSTREAM from a EA header */ static VGMSTREAM * init_vgmstream_ea_variable_header(STREAMFILE* sf, ea_header* ea, off_t start_offset, int bnk_version, int standalone) { VGMSTREAM * vgmstream = NULL; int i, ch; int is_bnk = bnk_version; /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(ea->channels, ea->loop_flag); if (!vgmstream) goto fail; vgmstream->sample_rate = ea->sample_rate; vgmstream->num_samples = ea->num_samples; vgmstream->loop_start_sample = ea->loop_start; vgmstream->loop_end_sample = ea->loop_end; vgmstream->codec_endian = ea->big_endian; vgmstream->codec_config = ea->codec_config; vgmstream->meta_type = is_bnk ? meta_EA_BNK : meta_EA_SCHL; vgmstream->layout_type = is_bnk ? layout_none : layout_blocked_ea_schl; /* EA usually implements their codecs in all platforms (PS2/WII do EAXA/MT/EALAYER3) and * favors them over platform's natives (ex. EAXA vs VAG/DSP). * Unneeded codecs are removed over time (ex. LAYER3 when EALAYER3 was introduced). */ switch (ea->codec2) { case EA_CODEC2_EAXA_INT: /* EA-XA (stereo) */ vgmstream->coding_type = coding_EA_XA; break; case EA_CODEC2_EAXA: /* EA-XA (split mono) */ if (!ea->use_pcm_blocks) { /* original version */ vgmstream->coding_type = coding_EA_XA_int; } else { /* later revision with PCM blocks and slighty modified decoding */ vgmstream->coding_type = coding_EA_XA_V2; } break; case EA_CODEC2_S8_INT: /* PCM8 (interleaved) */ vgmstream->coding_type = coding_PCM8_int; break; case EA_CODEC2_S16LE_INT: /* PCM16LE (interleaved) */ case EA_CODEC2_S16BE_INT: /* PCM16BE (interleaved) */ vgmstream->coding_type = coding_PCM16_int; break; case EA_CODEC2_S8: /* PCM8 (split) */ vgmstream->coding_type = coding_PCM8; break; case EA_CODEC2_S16LE: /* PCM16LE (split) */ vgmstream->coding_type = coding_PCM16LE; break; case EA_CODEC2_S16BE: /* PCM16BE (split) */ vgmstream->coding_type = coding_PCM16BE; break; case EA_CODEC2_VAG: /* PS-ADPCM */ vgmstream->coding_type = coding_PSX; break; case EA_CODEC2_XBOXADPCM: /* XBOX IMA (split mono) */ vgmstream->coding_type = coding_XBOX_IMA_int; break; case EA_CODEC2_GCADPCM: /* DSP */ vgmstream->coding_type = coding_NGC_DSP; /* get them coefs (start offsets are not necessarily ordered) */ { int16_t (*read_16bit)(off_t,STREAMFILE*) = ea->big_endian ? read_16bitBE : read_16bitLE; for (ch=0; ch < ea->channels; ch++) { for (i=0; i < 16; i++) { /* actual size 0x21, last byte unknown */ vgmstream->ch[ch].adpcm_coef[i] = read_16bit(ea->coefs[ch] + i*2, sf); } } } break; case EA_CODEC2_N64: /* VADPCM */ vgmstream->coding_type = coding_VADPCM; for (ch = 0; ch < ea->channels; ch++) { int order = read_u32be(ea->coefs[ch] + 0x00, sf); int entries = read_u32be(ea->coefs[ch] + 0x04, sf); vadpcm_read_coefs_be(vgmstream, sf, ea->coefs[ch] + 0x08, order, entries, ch); } break; #ifdef VGM_USE_MPEG case EA_CODEC2_LAYER2: /* MPEG Layer II, aka MP2 */ case EA_CODEC2_LAYER3: { /* MPEG Layer III, aka MP3 */ mpeg_custom_config cfg = {0}; off_t mpeg_start_offset = is_bnk ? start_offset : get_ea_stream_mpeg_start_offset(sf, start_offset, ea); if (!mpeg_start_offset) goto fail; /* layout is still blocks, but should work fine with the custom mpeg decoder */ vgmstream->codec_data = init_mpeg_custom(sf, mpeg_start_offset, &vgmstream->coding_type, ea->channels, MPEG_EA, &cfg); if (!vgmstream->codec_data) goto fail; break; } case EA_CODEC2_EALAYER3: { /* MP3 variant */ mpeg_custom_config cfg = {0}; off_t mpeg_start_offset = is_bnk ? start_offset : get_ea_stream_mpeg_start_offset(sf, start_offset, ea); if (!mpeg_start_offset) goto fail; /* layout is still blocks, but should work fine with the custom mpeg decoder */ vgmstream->codec_data = init_mpeg_custom(sf, mpeg_start_offset, &vgmstream->coding_type, ea->channels, MPEG_EAL31, &cfg); if (!vgmstream->codec_data) goto fail; break; } #endif case EA_CODEC2_MT10: /* MicroTalk (10:1 compression) */ case EA_CODEC2_MT5: /* MicroTalk (5:1 compression) */ /* make relative loops absolute for the decoder */ if (ea->loop_flag) { for (i = 0; i < ea->channels; i++) { ea->loops[i] += ea->offsets[0]; } } vgmstream->coding_type = coding_EA_MT; vgmstream->codec_data = init_ea_mt_loops(ea->channels, ea->use_pcm_blocks, ea->loop_start, ea->loops); if (!vgmstream->codec_data) goto fail; break; #ifdef VGM_USE_FFMPEG case EA_CODEC2_ATRAC3PLUS: { /* ATRAC3+ */ /* regular ATRAC3plus chunked in SCxx blocks, including RIFF header [Medal of Honor Heroes 2 (PSP)] */ if (!is_bnk) { STREAMFILE* temp_sf = NULL; /* remove blocks on reads to feed FFmpeg a clean .at3 */ temp_sf = setup_schl_streamfile(sf, ea->codec2, ea->channels, start_offset, 0); if (!temp_sf) goto fail; start_offset = 0x00; /* must point to the custom streamfile's beginning */ ea->stream_size = get_streamfile_size(temp_sf); vgmstream->codec_data = init_ffmpeg_atrac3_riff(temp_sf, start_offset, NULL); close_streamfile(temp_sf); } else { /* memory file without blocks */ vgmstream->codec_data = init_ffmpeg_atrac3_riff(sf, start_offset, NULL); } if (!vgmstream->codec_data) goto fail; vgmstream->coding_type = coding_FFmpeg; vgmstream->layout_type = layout_none; break; } #endif default: VGM_LOG("EA SCHl: unknown codec2 0x%02x for platform 0x%02x\n", ea->codec2, ea->platform); goto fail; } vgmstream->stream_size = ea->stream_size; /* open files; channel offsets are updated below (force multibuffer for bnk) */ if (!vgmstream_open_stream_bf(vgmstream, sf, start_offset, 1)) goto fail; if (is_bnk) { /* BNKs usually have absolute offsets for all channels ("full" interleave) except in some versions */ if (!(ea->codec_config & 0x04)) { switch (vgmstream->coding_type) { case coding_EA_XA: /* shared (stereo version) */ for (i = 0; i < vgmstream->channels; i++) { vgmstream->ch[i].offset = ea->offsets[0]; } break; case coding_EA_XA_int: { int interleave = ea->num_samples / 28 * 0x0f; /* full interleave */ for (i = 0; i < vgmstream->channels; i++) { vgmstream->ch[i].offset = ea->offsets[0] * interleave*i; } break; } case coding_PCM8_int: case coding_PCM16_int: { int interleave = ea->bps==8 ? 0x01 : 0x02; for (i = 0; i < vgmstream->channels; i++) { vgmstream->ch[i].offset = ea->offsets[0] + interleave*i; } break; } case coding_PCM8: case coding_PCM16LE: case coding_PCM16BE: { int interleave = ea->num_samples * (ea->bps==8 ? 0x01 : 0x02); /* full interleave */ for (i = 0; i < vgmstream->channels; i++) { vgmstream->ch[i].offset = ea->offsets[0] + interleave*i; } break; } case coding_PSX: { int interleave = ea->num_samples / 28 * 0x10; /* full interleave */ for (i = 0; i < vgmstream->channels; i++) { vgmstream->ch[i].offset = ea->offsets[0] + interleave*i; } break; } case coding_VADPCM: { uint32_t interleave = ea->flag_value; for (i = 0; i < vgmstream->channels; i++) { vgmstream->ch[i].offset = ea->offsets[0] + interleave*i; } break; } case coding_EA_MT: { uint32_t interleave = ea->flag_value; for (i = 0; i < vgmstream->channels; i++) { vgmstream->ch[i].offset = ea->offsets[0] + interleave*i; } break; } default: VGM_LOG("EA SCHl: Unknown channel offsets for codec 0x%02x in version %d\n", ea->codec1, ea->version); goto fail; } } else if (vgmstream->coding_type == coding_NGC_DSP && vgmstream->channels > 1 && ea->offsets[0] == ea->offsets[1]) { /* pcstream+gcadpcm with sx.exe v2, not in flag_value, probably a bug (even with this parts of the wave are off) */ int interleave = (ea->num_samples / 14 * 8); /* full interleave */ for (i = 0; i < ea->channels; i++) { vgmstream->ch[i].offset = ea->offsets[0] + interleave*i; } } else if (ea->platform == EA_PLATFORM_PS2 && (ea->flag_value & 0x100)) { /* weird 0x10 mini header when played on IOP (codec/loop start/loop end/samples) [SSX 3 (PS2)] */ for (i = 0; i < vgmstream->channels; i++) { vgmstream->ch[i].offset = ea->offsets[i] + 0x10; } } else { /* absolute */ for (i = 0; i < vgmstream->channels; i++) { vgmstream->ch[i].offset = ea->offsets[i]; } } /* TODO: Figure out how to get stream size for BNK sounds */ } else { update_ea_stream_size_and_samples(sf, start_offset, vgmstream, standalone); } return vgmstream; fail: close_vgmstream(vgmstream); return NULL; } static uint32_t read_patch(STREAMFILE* sf, off_t* offset) { uint32_t result = 0; uint8_t byte_count = read_8bit(*offset, sf); (*offset)++; if (byte_count == 0xFF) { /* signals 32b size (ex. custom user data) */ (*offset) += 4 + read_32bitBE(*offset, sf); return 0; } if (byte_count > 4) { /* uncommon (ex. coef patches) */ (*offset) += byte_count; return 0; } for ( ; byte_count > 0; byte_count--) { /* count of 0 is also possible, means value 0 */ result <<= 8; result += (uint8_t)read_8bit(*offset, sf); (*offset)++; } return result; } /* decodes EA's GSTR/PT header (mostly cross-referenced with sx.exe) */ static int parse_variable_header(STREAMFILE* sf, ea_header* ea, off_t begin_offset, int max_length, int bnk_version) { off_t offset = begin_offset; uint32_t platform_id; int is_header_end = 0; int is_bnk = bnk_version; /* null defaults as 0 can be valid */ ea->version = EA_VERSION_NONE; ea->codec1 = EA_CODEC1_NONE; ea->codec2 = EA_CODEC2_NONE; /* get platform info */ platform_id = read_32bitBE(offset, sf); if (platform_id != 0x47535452 && (platform_id & 0xFFFF0000) != 0x50540000) { offset += 4; /* skip unknown field (related to blocks/size?) in "nbapsstream" (NBA2000 PS, FIFA2001 PS) */ platform_id = read_32bitBE(offset, sf); } if (platform_id == 0x47535452) { /* "GSTR" = Generic STReam */ ea->platform = EA_PLATFORM_GENERIC; offset += 4 + 4; /* GSTRs have an extra field (config?): ex. 0x01000000, 0x010000D8 BE */ } else if ((platform_id & 0xFFFF0000) == 0x50540000) { /* "PT" = PlaTform */ ea->platform = (uint16_t)read_16bitLE(offset + 2,sf); offset += 4; } else { goto fail; } /* parse mini-chunks/tags (variable, ommited if default exists; some are removed in later versions of sx.exe) */ while (!is_header_end && offset - begin_offset < max_length) { uint8_t patch_type = read_8bit(offset,sf); offset++; //;{ off_t test = offset; VGM_LOG("EA SCHl: patch=%02x at %lx, value=%x\n", patch_type, offset-1, read_patch(sf, &test)); } switch(patch_type) { case 0x00: /* signals non-default block rate and maybe other stuff; or padding after 0xFF */ if (!is_header_end) read_patch(sf, &offset); break; case 0x05: /* unknown (usually 0x50 except Madden NFL 3DS: 0x3e800) */ case 0x06: /* priority (0..100, always 0x65 for streams, others for BNKs; rarely ommited) */ case 0x07: /* unknown (BNK only: 36|3A|40) */ case 0x08: /* release envelope (BNK only) */ case 0x09: /* related to playback envelope (BNK only) */ case 0x0A: /* bend range (BNK only) */ case 0x0B: /* bank channels (or, offsets[] size; defaults to 1 if not present, removed in sx.exe v3) */ case 0x0C: /* pan offset (BNK only) */ case 0x0D: /* random pan offset range (BNK only) */ case 0x0E: /* volume (BNK only) */ case 0x0F: /* random volume range (BNK only) */ case 0x10: /* detune (BNK only) */ case 0x11: /* random detune range (BNK only) */ case 0x12: /* unknown, rare (BNK only) [Need for Speed III: Hot Pursuit (PS1)] */ case 0x13: /* effect bus (0..127) */ case 0x14: /* emdedded user data (free size/value) */ case 0x15: /* unknown, rare (BNK only) [Need for Speed: High Stakes (PS1)] */ case 0x19: /* related to playback envelope (BNK only) */ case 0x1B: /* unknown (movie only?) */ case 0x1C: /* initial envelope volume (BNK only) */ case 0x1D: /* unknown, rare [NASCAR 06 (Xbox)] */ case 0x1E: /* related to ch1? (BNK only) */ case 0x1F: case 0x20: case 0x21: /* related to ch2? (BNK only) */ case 0x22: case 0x23: case 0x24: /* master random detune range (BNK only) */ case 0x25: /* unknown */ read_patch(sf, &offset); break; case 0xFC: /* padding for alignment between patches */ case 0xFD: /* info section start marker */ break; case 0x83: /* codec1 defines, used early revisions */ ea->codec1 = read_patch(sf, &offset); break; case 0xA0: /* codec2 defines */ ea->codec2 = read_patch(sf, &offset); break; case 0x80: /* version, affecting some codecs */ ea->version = read_patch(sf, &offset); break; case 0x81: /* bits per sample for codec1 PCM */ ea->bps = read_patch(sf, &offset); break; case 0x82: /* channel count */ ea->channels = read_patch(sf, &offset); break; case 0x84: /* sample rate */ ea->sample_rate = read_patch(sf,&offset); break; case 0x85: /* sample count */ ea->num_samples = read_patch(sf, &offset); break; case 0x86: /* loop start sample */ ea->loop_start = read_patch(sf, &offset); break; case 0x87: /* loop end sample */ ea->loop_end = read_patch(sf, &offset) + 1; /* sx.exe does +1 */ break; /* channel offsets (BNK only), can be the equal for all channels or interleaved; not necessarily contiguous */ case 0x88: /* absolute offset of ch1 (or ch1+ch2 for stereo EAXA) */ ea->offsets[0] = read_patch(sf, &offset); break; case 0x89: /* absolute offset of ch2 */ ea->offsets[1] = read_patch(sf, &offset); break; case 0x94: /* absolute offset of ch3 */ ea->offsets[2] = read_patch(sf, &offset); break; case 0x95: /* absolute offset of ch4 */ ea->offsets[3] = read_patch(sf, &offset); break; case 0xA2: /* absolute offset of ch5 */ ea->offsets[4] = read_patch(sf, &offset); break; case 0xA3: /* absolute offset of ch6 */ ea->offsets[5] = read_patch(sf, &offset); break; case 0x8F: /* DSP/N64BLK coefs ch1 */ ea->coefs[0] = offset+1; read_patch(sf, &offset); break; case 0x90: /* DSP/N64BLK coefs ch2 */ ea->coefs[1] = offset+1; read_patch(sf, &offset); break; case 0x91: /* DSP coefs ch3, and unknown in older versions */ ea->coefs[2] = offset+1; read_patch(sf, &offset); break; case 0xAB: /* DSP coefs ch4 */ ea->coefs[3] = offset+1; read_patch(sf, &offset); break; case 0xAC: /* DSP coefs ch5 */ ea->coefs[4] = offset+1; read_patch(sf, &offset); break; case 0xAD: /* DSP coefs ch6 */ ea->coefs[5] = offset+1; read_patch(sf, &offset); break; case 0x1A: /* EA-MT/EA-XA relative loop offset of ch1 */ ea->loops[0] = read_patch(sf, &offset); break; case 0x26: /* EA-MT/EA-XA relative loop offset of ch2 */ ea->loops[1] = read_patch(sf, &offset); break; case 0x27: /* EA-MT/EA-XA relative loop offset of ch3 */ ea->loops[2] = read_patch(sf, &offset); break; case 0x28: /* EA-MT/EA-XA relative loop offset of ch4 */ ea->loops[3] = read_patch(sf, &offset); break; case 0x29: /* EA-MT/EA-XA relative loop offset of ch5 */ ea->loops[4] = read_patch(sf, &offset); break; case 0x2a: /* EA-MT/EA-XA relative loop offset of ch6 */ ea->loops[5] = read_patch(sf, &offset); break; case 0x8C: /* flags (ex. play type = 01=static/02=dynamic | spatialize = 20=pan/etc) */ /* (ex. PS1 VAG=0, PS2 PCM/LAYER2=4, GC EAXA=4, 3DS DSP=512, Xbox EAXA=36, N64 BLK=05E800, N64 MT10=01588805E800) */ /* in rare cases value is the interleave, will be ignored if > 32b */ ea->flag_value = read_patch(sf, &offset); break; case 0x8A: /* long padding (always 0x00000000) */ case 0x8B: /* also padding? [Need for Speed: Hot Pursuit 2 (PC)] */ case 0x8D: /* unknown, rare [FIFA 07 (GC)] */ case 0x8E: case 0x92: /* bytes per sample? */ case 0x93: /* unknown (BNK only) [Need for Speed III: Hot Pursuit (PC)] */ case 0x98: /* embedded time stretch 1 (long data for who-knows-what) */ case 0x99: /* embedded time stretch 2 */ case 0x9C: /* azimuth ch1 */ case 0x9D: /* azimuth ch2 */ case 0x9E: /* azimuth ch3 */ case 0x9F: /* azimuth ch4 */ case 0xA6: /* azimuth ch5 */ case 0xA7: /* azimuth ch6 */ case 0xA1: /* unknown and very rare, always 0x02 [FIFA 2001 (PS2)] */ read_patch(sf, &offset); break; case 0xFF: /* header end (then 0-padded so it's 32b aligned) */ is_header_end = 1; break; case 0xFE: /* info subsection start marker (rare [SSX3 (PS2)]) */ is_header_end = 1; /* Signals that another info section starts, redefining codec/samples/offsets/etc * (previous header values should be cleared first as not everything is overwritten). * This subsection seems the same as a next or prev PT subsong, so it's ignored. */ break; default: VGM_LOG("EA SCHl: unknown patch 0x%02x\n", patch_type); goto fail; } } if (ea->channels > EA_MAX_CHANNELS) goto fail; /* Set defaults per platform, as the header ommits them when possible */ ea->loop_flag = (ea->loop_end); /* affects blocks/codecs */ if (ea->platform == EA_PLATFORM_N64 || ea->platform == EA_PLATFORM_MAC || ea->platform == EA_PLATFORM_SAT || ea->platform == EA_PLATFORM_GC || ea->platform == EA_PLATFORM_X360 || ea->platform == EA_PLATFORM_PS3 || ea->platform == EA_PLATFORM_WII || ea->platform == EA_PLATFORM_GENERIC) { ea->big_endian = 1; } if (!ea->channels) { ea->channels = 1; } /* version mainly affects defaults and minor stuff, can come with all codecs */ /* V0 is often just null but it's specified in some files (uncommon, with patch size 0x00) */ if (ea->version == EA_VERSION_NONE) { switch(ea->platform) { case EA_PLATFORM_PC: ea->version = EA_VERSION_V0; break; case EA_PLATFORM_PSX: ea->version = EA_VERSION_V0; break; case EA_PLATFORM_N64: ea->version = EA_VERSION_V0; break; case EA_PLATFORM_MAC: ea->version = EA_VERSION_V0; break; case EA_PLATFORM_SAT: ea->version = EA_VERSION_V0; break; case EA_PLATFORM_PS2: ea->version = EA_VERSION_V1; break; case EA_PLATFORM_GC: ea->version = EA_VERSION_V2; break; case EA_PLATFORM_XBOX: ea->version = EA_VERSION_V2; break; case EA_PLATFORM_X360: ea->version = EA_VERSION_V3; break; case EA_PLATFORM_PSP: ea->version = EA_VERSION_V3; break; case EA_PLATFORM_PS3: ea->version = EA_VERSION_V3; break; case EA_PLATFORM_WII: ea->version = EA_VERSION_V3; break; case EA_PLATFORM_3DS: ea->version = EA_VERSION_V3; break; case EA_PLATFORM_GENERIC: ea->version = EA_VERSION_V2; break; default: VGM_LOG("EA SCHl: unknown default version for platform 0x%02x\n", ea->platform); goto fail; } } /* codec1 defaults */ if (ea->codec1 == EA_CODEC1_NONE && ea->version == EA_VERSION_V0) { switch(ea->platform) { case EA_PLATFORM_PC: ea->codec1 = EA_CODEC1_PCM; break; case EA_PLATFORM_PSX: ea->codec1 = EA_CODEC1_VAG; break; case EA_PLATFORM_N64: ea->codec1 = EA_CODEC1_N64; break; case EA_PLATFORM_MAC: ea->codec1 = EA_CODEC1_PCM; break; case EA_PLATFORM_SAT: ea->codec1 = EA_CODEC1_PCM; break; default: VGM_LOG("EA SCHl: unknown default codec1 for platform 0x%02x\n", ea->platform); goto fail; } } /* codec1 to codec2 to simplify later parsing */ if (ea->codec1 != EA_CODEC1_NONE && ea->codec2 == EA_CODEC2_NONE) { switch (ea->codec1) { case EA_CODEC1_PCM: if (ea->platform == EA_PLATFORM_PC) ea->codec2 = ea->bps==8 ? EA_CODEC2_S8_INT : (ea->big_endian ? EA_CODEC2_S16BE_INT : EA_CODEC2_S16LE_INT); else ea->codec2 = ea->bps==8 ? EA_CODEC2_S8 : (ea->big_endian ? EA_CODEC2_S16BE : EA_CODEC2_S16LE); break; case EA_CODEC1_VAG: ea->codec2 = EA_CODEC2_VAG; break; case EA_CODEC1_EAXA: if (ea->platform == EA_PLATFORM_PC || ea->platform == EA_PLATFORM_MAC) ea->codec2 = EA_CODEC2_EAXA_INT; else ea->codec2 = EA_CODEC2_EAXA; break; case EA_CODEC1_MT10: ea->codec2 = EA_CODEC2_MT10; break; case EA_CODEC1_N64: ea->codec2 = EA_CODEC2_N64; break; default: VGM_LOG("EA SCHl: unknown codec1 0x%02x\n", ea->codec1); goto fail; } } /* codec2 defaults */ if (ea->codec2 == EA_CODEC2_NONE) { switch(ea->platform) { case EA_PLATFORM_GENERIC: ea->codec2 = EA_CODEC2_EAXA; break; case EA_PLATFORM_PC: ea->codec2 = EA_CODEC2_EAXA; break; case EA_PLATFORM_PSX: ea->codec2 = EA_CODEC2_VAG; break; case EA_PLATFORM_MAC: ea->codec2 = EA_CODEC2_EAXA; break; case EA_PLATFORM_PS2: ea->codec2 = EA_CODEC2_VAG; break; case EA_PLATFORM_GC: ea->codec2 = EA_CODEC2_S16BE; break; case EA_PLATFORM_XBOX: ea->codec2 = EA_CODEC2_S16LE; break; case EA_PLATFORM_X360: ea->codec2 = EA_CODEC2_EAXA; break; case EA_PLATFORM_PSP: ea->codec2 = EA_CODEC2_EAXA; break; case EA_PLATFORM_PS3: ea->codec2 = EA_CODEC2_EAXA; break; //case EA_PLATFORM_WII: ea->codec2 = EA_CODEC2_EAXA; break; /* not set? */ case EA_PLATFORM_3DS: ea->codec2 = EA_CODEC2_GCADPCM; break; default: VGM_LOG("EA SCHl: unknown default codec2 for platform 0x%02x\n", ea->platform); goto fail; } } /* somehow doesn't follow machine's sample rate or anything sensical */ if (!ea->sample_rate) { switch(ea->platform) { case EA_PLATFORM_GENERIC: ea->sample_rate = 48000; break; case EA_PLATFORM_PC: ea->sample_rate = 22050; break; case EA_PLATFORM_PSX: ea->sample_rate = 22050; break; case EA_PLATFORM_N64: ea->sample_rate = 22050; break; case EA_PLATFORM_MAC: ea->sample_rate = 22050; break; case EA_PLATFORM_SAT: ea->sample_rate = 22050; break; case EA_PLATFORM_PS2: ea->sample_rate = 22050; break; case EA_PLATFORM_GC: ea->sample_rate = 24000; break; case EA_PLATFORM_XBOX: ea->sample_rate = 24000; break; case EA_PLATFORM_X360: ea->sample_rate = 44100; break; case EA_PLATFORM_PSP: ea->sample_rate = 22050; break; case EA_PLATFORM_PS3: ea->sample_rate = 44100; break; case EA_PLATFORM_WII: ea->sample_rate = 32000; break; case EA_PLATFORM_3DS: ea->sample_rate = 32000; break; default: VGM_LOG("EA SCHl: unknown default sample rate for platform 0x%02x\n", ea->platform); goto fail; } } /* EA-XA and MicroTalk got updated revisions with PCM blocks in sx v2.30 */ ea->use_pcm_blocks = (ea->version == EA_VERSION_V3 || (ea->version == EA_VERSION_V2 && (ea->platform == EA_PLATFORM_PC || ea->platform == EA_PLATFORM_MAC || ea->platform == EA_PLATFORM_GENERIC))); /* some codecs have ADPCM hist at the start of every block in streams (but not BNKs) */ if (!is_bnk) { if (ea->codec2 == EA_CODEC2_GCADPCM) { if (ea->platform == EA_PLATFORM_3DS) ea->codec_config |= 0x01; } else if (ea->codec2 == EA_CODEC2_EAXA) { /* EA-XA has ADPCM hist in the original version */ if (!ea->use_pcm_blocks) ea->codec_config |= 0x01; } } if (ea->version > EA_VERSION_V0) { /* v0 needs channel offsets to be manually calculated * v1+ always has split channels and provides channel offsets */ ea->codec_config |= 0x04; } return offset; fail: return 0; } static void update_ea_stream_size_and_samples(STREAMFILE* sf, off_t start_offset, VGMSTREAM *vgmstream, int standalone) { uint32_t block_id; int32_t num_samples = 0; size_t stream_size = 0, file_size; int multiple_schl = 0; file_size = get_streamfile_size(sf); /* formats with custom codecs */ if (vgmstream->layout_type != layout_blocked_ea_schl) { return; } /* manually read totals */ vgmstream->next_block_offset = start_offset; while (vgmstream->next_block_offset < file_size) { block_update_ea_schl(vgmstream->next_block_offset, vgmstream); if (vgmstream->current_block_samples < 0) break; block_id = read_32bitBE(vgmstream->current_block_offset + 0x00, sf); if (block_id == EA_BLOCKID_END) { /* banks should never contain movie "SHxx" */ if (!standalone) break; } else if (block_id == EA_BLOCKID_HEADER) { /* "SCHl" start block (movie "SHxx" shouldn't use multi files) */ multiple_schl = 1; } if (vgmstream->current_block_samples > 0) { /* HACK: fix num_samples for streams with multiple SCHl. Need to eventually get rid of this. * Get total samples by parsing block headers, needed when multiple files are stitched together. * Some EA files (.mus/eam/sng/etc) concat many small subfiles, used for interactive/mapped * music (.map/lin). Subfiles always share header, except num_samples. */ num_samples += vgmstream->current_block_samples; /* stream size is almost never provided in bank files so we have to calc it manually */ stream_size += vgmstream->next_block_offset - vgmstream->ch[0].offset; } } /* reset once we're done */ block_update_ea_schl(start_offset, vgmstream); /* only use calculated samples with multiple subfiles (rarely header samples may be less due to padding) */ if (standalone && multiple_schl) { VGM_LOG("EA SCHl: multiple SCHl found\n"); if (num_samples > vgmstream->num_samples) { vgmstream->num_samples = num_samples; } } if (vgmstream->stream_size == 0) vgmstream->stream_size = stream_size; } /* find data start offset inside the first SCDl; not very elegant but oh well */ static off_t get_ea_stream_mpeg_start_offset(STREAMFILE* sf, off_t start_offset, const ea_header* ea) { size_t file_size = get_streamfile_size(sf); off_t block_offset = start_offset; int32_t (*read_32bit)(off_t,STREAMFILE*) = ea->big_endian ? read_32bitBE : read_32bitLE; uint32_t header_lang = (ea->codec_config >> 16) & 0xFFFF; while (block_offset < file_size) { uint32_t block_id, block_size; off_t offset; block_id = read_32bitBE(block_offset+0x00,sf); block_size = read_32bitLE(block_offset+0x04,sf); if (block_size > 0x00F00000) /* size is always LE, except in early SAT/MAC */ block_size = read_32bitBE(block_offset+0x04,sf); if (block_id == EA_BLOCKID_DATA || block_id == ((EA_BLOCKID_LOC_DATA | header_lang))) { /* "SCDl" or target "SDxx" multilang blocks */ offset = read_32bit(block_offset+0x0c,sf); /* first value seems ok, second is something else in EALayer3 */ return block_offset + 0x0c + ea->channels*0x04 + offset; } else if (block_id == 0x00000000) { goto fail; /* just in case */ } else { block_offset += block_size; /* size includes header */ } } fail: return 0; }