#include "meta.h" #include "../coding/coding.h" VGMSTREAM * init_vgmstream_ktss(STREAMFILE *streamFile) { VGMSTREAM * vgmstream = NULL; int loop_flag, channel_count, sample_rate; int8_t version, num_layers, codec_id; int32_t num_samples, loop_start, loop_length, coef_offset, coef_spacing; off_t start_offset; size_t data_size, skip = 0; if (!check_extensions(streamFile, "kns,ktss")) goto fail; if (read_32bitBE(0x00, streamFile) != 0x4B545353) /* "KTSS" */ goto fail; /* 0x04: data size */ codec_id = read_8bit(0x20, streamFile); /* 0x01: null, part of codec? */ version = read_8bit(0x22, streamFile); /* 0x03: same as version? */ start_offset = read_32bitLE(0x24, streamFile) + 0x20; // A layered stream/track model seems to be used in Hyrule Warriors (Switch). // It's also present in other Koei Tecmo KNS but the channel count was always // explicitly defined in the 0x29 byte and the number of layers was set to 1. // Here, 10 channel files are set up with 2 channels in 5 layers. // Super hacky on KT's part and ours to implement but it works. num_layers = read_8bit(0x28, streamFile); channel_count = read_8bit(0x29, streamFile) * num_layers; sample_rate = read_32bitLE(0x2c, streamFile); num_samples = read_32bitLE(0x30, streamFile); loop_start = read_32bitLE(0x34, streamFile); loop_length = read_32bitLE(0x38, streamFile); loop_flag = loop_length > 0; /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channel_count, loop_flag); if (!vgmstream) goto fail; vgmstream->sample_rate = sample_rate; vgmstream->num_samples = num_samples; vgmstream->loop_start_sample = loop_start; vgmstream->loop_end_sample = loop_start + loop_length; vgmstream->meta_type = meta_KTSS; switch (codec_id) { case 0x2: /* DSP ADPCM - Hyrule Warriors, Fire Emblem Warriors */ /* check type details */ if (version == 1) { coef_offset = 0x40; coef_spacing = 0x2e; } else if (version == 3) { /* Fire Emblem Warriors (Switch) */ coef_offset = 0x5c; coef_spacing = 0x60; } else goto fail; vgmstream->coding_type = coding_NGC_DSP; vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = 0x8; dsp_read_coefs_le(vgmstream, streamFile, coef_offset, coef_spacing); break; #ifdef VGM_USE_FFMPEG case 0x9: { /* Opus - Dead or Alive Xtreme 3: Scarlet, Fire Emblem: Three Houses */ opus_config cfg = {0}; start_offset = read_32bitLE(0x40, streamFile); /* after seek table, if any */ data_size = read_32bitLE(0x44, streamFile); /* 0x48: seek table start (0 if no seek table) */ /* 0x4c: number of frames */ /* 0x50: frame size, or 0 if VBR */ /* 0x52: samples per frame */ /* 0x54: sample rate */ cfg.skip = read_32bitLE(0x58, streamFile); cfg.sample_rate = vgmstream->sample_rate; cfg.channels = vgmstream->channels; /* this info seems always included even for stereo streams */ if (vgmstream->channels <= 8) { int i; cfg.stream_count = read_8bit(0x5a,streamFile); cfg.coupled_count = read_8bit(0x5b,streamFile); for (i = 0; i < vgmstream->channels; i++) { cfg.channel_mapping[i] = read_8bit(0x5c + i,streamFile); } } /* 0x60: null/reserved */ /* 0x70: seek table (0x02 * frames) if VBR */ /* later games use VBR frames, hence the seek table [Warriors Orochi 4 Ultimate DLC (Switch)] */ vgmstream->codec_data = init_ffmpeg_switch_opus_config(streamFile, start_offset, data_size, &cfg); if (!vgmstream->codec_data) goto fail; vgmstream->coding_type = coding_FFmpeg; vgmstream->layout_type = layout_none; vgmstream->channel_layout = ffmpeg_get_channel_layout(vgmstream->codec_data); /* apparently KTSS doesn't need standard Opus reordering, so we undo their thing */ switch(vgmstream->channels) { case 6: { /* FL FC FR BL LFE BR > FL FR FC LFE BL BR */ int channel_remap[] = { 0, 2, 2, 3, 3, 5 }; ffmpeg_set_channel_remapping(vgmstream->codec_data, channel_remap); break; } default: break; } if (vgmstream->num_samples == 0) { vgmstream->num_samples = switch_opus_get_samples(start_offset, data_size, streamFile) - skip; } break; } #endif default: goto fail; } if (!vgmstream_open_stream(vgmstream, streamFile, start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }