#include "meta.h" #include "../layout/layout.h" #include "../coding/coding.h" #include "mul_streamfile.h" typedef enum { PSX, DSP, IMA, XMA1, FSB4 } mul_codec; static off_t get_start_offset(STREAMFILE* sf); static int guess_codec(STREAMFILE* sf, off_t start_offset, int big_endian, int channels, mul_codec* p_codec, off_t* p_extra_offset); static layered_layout_data* build_layered_mul(STREAMFILE* sf, off_t offset, int big_endian, VGMSTREAM* vgmstream, mul_codec codec); /* .MUL - from Crystal Dynamics games [Legacy of Kain: Defiance (PS2), Tomb Raider Underworld (multi)] */ VGMSTREAM* init_vgmstream_mul(STREAMFILE* sf) { VGMSTREAM* vgmstream = NULL; off_t start_offset, coefs_offset = 0; int loop_flag, channel_count, sample_rate, num_samples, loop_start; int big_endian; mul_codec codec; uint32_t (*read_u32)(off_t,STREAMFILE*) = NULL; /* checks */ /* .mul: found in the exe, used by the bigfile extractor (Gibbed.TombRaider) * (some files have companion .mus/sam files but seem to be sequences/control stuff) * .(extensionless): filenames as found in the bigfile * .emff: fake extension ('Eidos Music File Format') */ if (!check_extensions(sf, "mul,,emff")) goto fail; if (read_u32be(0x10,sf) != 0 || read_u32be(0x14,sf) != 0 || read_u32be(0x18,sf) != 0 || read_u32be(0x1c,sf) != 0) goto fail; big_endian = guess_endianness32bit(0x00, sf); read_u32 = big_endian ? read_u32be : read_u32le; sample_rate = read_u32(0x00,sf); loop_start = read_u32(0x04,sf); num_samples = read_u32(0x08,sf); channel_count = read_u32(0x0C,sf); if (sample_rate < 8000 || sample_rate > 48000 || channel_count > 8) goto fail; /* 0x20: flag when file has non-audio blocks (ignored by the layout) */ /* 0x24: same? */ /* 0x28: loop offset within audio data (not file offset) */ /* 0x2c: some value related to loop? */ /* 0x34: id? */ /* 0x38+: channel config until ~0x100? (multiple 0x3F800000 / 1.0f depending on the number of channels) */ /* test known "version" (some float) later versions start from 0x24 instead of 0x20 */ if (!(read_u32(0x38,sf) == 0x3F800000 || /* common */ read_u32(0x38,sf) == 0x4530F000 || /* Avengers */ read_u32(0x3c,sf) == 0x3F800000)) /* Tomb Raider Underworld */ goto fail; loop_flag = (loop_start >= 0); /* 0xFFFFFFFF when not looping */ start_offset = get_start_offset(sf); if (!start_offset) goto fail; /* format is pretty limited so we need to guess codec */ if (!guess_codec(sf, start_offset, big_endian, channel_count, &codec, &coefs_offset)) goto fail; /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channel_count, loop_flag); if (!vgmstream) goto fail; vgmstream->meta_type = meta_MUL; vgmstream->sample_rate = sample_rate; vgmstream->num_samples = num_samples; vgmstream->loop_start_sample = loop_start; vgmstream->loop_end_sample = num_samples; vgmstream->codec_endian = big_endian; switch(codec) { case PSX: vgmstream->coding_type = coding_PSX; vgmstream->layout_type = layout_blocked_mul; break; case DSP: vgmstream->coding_type = coding_NGC_DSP; vgmstream->layout_type = layout_blocked_mul; dsp_read_coefs_be(vgmstream,sf,coefs_offset+0x00,0x2e); dsp_read_hist_be (vgmstream,sf,coefs_offset+0x24,0x2e); break; case IMA: vgmstream->coding_type = coding_CD_IMA; vgmstream->layout_type = layout_blocked_mul; break; case XMA1: case FSB4: vgmstream->layout_data = build_layered_mul(sf, start_offset, big_endian, vgmstream, codec); if (!vgmstream->layout_data) goto fail; //vgmstream->coding_type = coding_FFmpeg; vgmstream->layout_type = layout_layered; break; default: goto fail; } if (!vgmstream_open_stream(vgmstream, sf, start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; } static off_t get_start_offset(STREAMFILE* sf) { /* find first block with header info */ if (read_u32be(0x0800,sf) != 0 || read_u32be(0x0804,sf) != 0) /* earlier games */ return 0x800; if (read_u32be(0x2000,sf) != 0 || read_u32be(0x2004,sf) != 0) /* later games */ return 0x2000; return 0; } static int guess_codec(STREAMFILE* sf, off_t start_offset, int big_endian, int channels, mul_codec* p_codec, off_t* p_extra_offset) { uint32_t (*read_u32)(off_t,STREAMFILE*); read_u32 = big_endian ? read_u32be : read_u32le; *p_extra_offset = 0; if (big_endian) { /* test DSP (GC/Wii): check known coef locations */ if (read_u32be(0xC8,sf) != 0) { /* Tomb Raider Legend (GC) */ *p_codec = DSP; *p_extra_offset = 0xC8; return 1; } else if (read_u32be(0xCC,sf) != 0) { /* Tomb Raider Anniversary (Wii) */ *p_codec = DSP; *p_extra_offset = 0xCC; return 1; } else if (read_u32be(0x2D0,sf) != 0) { /* Tomb Raider Underworld (Wii) */ *p_codec = DSP; *p_extra_offset = 0x2D0; return 1; } else { //if (ps_check_format(sf, 0x820, 0x100)) { /* may be PS3/X360, tested below [Tomb Raider 7 (PS3)] */ } } { int i; off_t offset = start_offset; size_t file_size = get_streamfile_size(sf); size_t frame_size; /* check first audio frame */ while (offset < file_size) { uint32_t block_type = read_u32(offset+0x00, sf); uint32_t block_size = read_u32(offset+0x04, sf); uint32_t data_size = read_u32(offset+0x10, sf); if (block_type != 0x00) { offset += 0x10 + block_size; continue; /* not audio */ } /* test FSB4 header */ if (read_u32be(offset + 0x10, sf) == 0x46534234 || read_u32be(offset + 0x20, sf) == 0x46534234) { *p_codec = FSB4; return 1; } /* test XMA1 (X360): has sub-blocks of 0x800 per channel */ if (block_size == 0x810 * channels) { for (i = 0; i < channels; i++) { off_t test_offset = offset + 0x10 + 0x810*i; if (read_u32(test_offset + 0x00, sf) != 0x800 || /* XMA packet size */ read_u32(test_offset + 0x10, sf) != 0x08000000) /* XMA packet first header */ break; } if (i == channels) { *p_codec = XMA1; return 1; } } /* test PS-ADPCM (PS2/PSP): flag is always 2 in .mul */ frame_size = 0x10; for (i = 0; i < data_size / frame_size; i++) { if (read_8bit(offset + 0x20 + frame_size*i + 0x01, sf) != 0x02) break; } if (i == data_size / frame_size) { *p_codec = PSX; return 1; } /* test XBOX-IMA (PC/Xbox): reserved frame header value is always 0 */ frame_size = 0x24; for (i = 0; i < data_size / frame_size; i++) { if (read_8bit(offset + 0x20 + frame_size*i + 0x03, sf) != 0x00) break; } if (i == data_size / frame_size) { *p_codec = IMA; return 1; } break; } } return 0; } /* MUL contain one XMA1/FSB streams per channel so we need the usual voodoo */ static layered_layout_data* build_layered_mul(STREAMFILE* sf, off_t offset, int big_endian, VGMSTREAM* vgmstream, mul_codec codec) { layered_layout_data* data = NULL; STREAMFILE* temp_sf = NULL; int i, layers = vgmstream->channels; /* init layout */ data = init_layout_layered(layers); if (!data) goto fail; for (i = 0; i < layers; i++) { switch(codec) { #ifdef VGM_USE_FFMPEG case XMA1: { uint8_t buf[0x100]; int bytes; size_t stream_size; int layer_channels = 1; temp_sf = setup_mul_streamfile(sf, offset, big_endian, i, layers, NULL); if (!temp_sf) goto fail; stream_size = get_streamfile_size(temp_sf); /* build the layer VGMSTREAM */ data->layers[i] = allocate_vgmstream(layer_channels, 0); if (!data->layers[i]) goto fail; data->layers[i]->sample_rate = vgmstream->sample_rate; data->layers[i]->num_samples = vgmstream->num_samples; bytes = ffmpeg_make_riff_xma1(buf, 0x100, data->layers[i]->num_samples, stream_size, data->layers[i]->channels, data->layers[i]->sample_rate, 0); data->layers[i]->codec_data = init_ffmpeg_header_offset(temp_sf, buf,bytes, 0x00, stream_size); if (!data->layers[i]->codec_data) goto fail; data->layers[i]->coding_type = coding_FFmpeg; data->layers[i]->layout_type = layout_none; data->layers[i]->stream_size = stream_size; xma_fix_raw_samples(data->layers[i], temp_sf, 0x00,stream_size, 0, 0,0); /* ? */ break; } #endif case FSB4: { /* FSB4 w/ mono MP3 [Tomb Raider 8 (PS3), Avengers (PC)] */ temp_sf = setup_mul_streamfile(sf, offset, big_endian, i, layers, "fsb"); if (!temp_sf) goto fail; data->layers[i] = init_vgmstream_fsb(temp_sf); if (!data->layers[i]) goto fail; break; } default: goto fail; } close_streamfile(temp_sf); temp_sf = NULL; } if (!setup_layout_layered(data)) goto fail; vgmstream->coding_type = data->layers[0]->coding_type; return data; fail: close_streamfile(temp_sf); free_layout_layered(data); return NULL; }