/* * vgmstream.h - definitions for VGMSTREAM, encapsulating a multi-channel, looped audio stream */ #ifndef _VGMSTREAM_H #define _VGMSTREAM_H /* Due mostly to licensing issues, Vorbis, MPEG, and G.722.1 decoding are * done by external libraries. * If someone wants to do a standalone build, they can do it by simply * removing these defines (and the references to the libraries in the * Makefile) */ #define VGM_USE_VORBIS #define VGM_USE_MPEG /* disabled by default, defined for builds that support it */ //#define VGM_USE_G7221 #include "streamfile.h" #include "coding/g72x_state.h" #ifdef VGM_USE_VORBIS #include #endif #ifdef VGM_USE_MPEG #include #endif #ifdef VGM_USE_G7221 #include "g7221.h" #endif #include "coding/acm_decoder.h" #include "coding/nwa_decoder.h" /* The encoding type specifies the format the sound data itself takes */ typedef enum { /* 16-bit PCM */ coding_PCM16BE, /* big endian 16-bit PCM */ coding_PCM16LE, /* little endian 16-bit PCM */ coding_PCM16LE_int, /* little endian 16-bit PCM with sample-level interleave handled by the decoder */ /* 8-bit PCM */ coding_PCM8, /* 8-bit PCM */ coding_PCM8_U, /* 8-bit PCM, unsigned (0x80 = 0) */ coding_PCM8_int, /* 8-Bit PCM with sample-level interleave handled by the decoder */ coding_PCM8_SB_int, /* 8-bit PCM, sign bit (others are 2's complement), sample-level interleave */ coding_PCM8_U_int, /* 8-bit PCM, unsigned (0x80 = 0), sample-level interleave */ /* 4-bit ADPCM */ coding_NDS_IMA, /* IMA ADPCM w/ NDS layout */ coding_CRI_ADX, /* CRI ADX */ coding_CRI_ADX_enc, /* encrypted CRI ADX */ coding_NGC_DSP, /* NGC ADPCM, called DSP */ coding_NGC_DTK, /* NGC hardware disc ADPCM, called DTK, TRK or ADP */ coding_G721, /* CCITT G.721 ADPCM */ coding_NGC_AFC, /* NGC ADPCM, called AFC */ coding_PSX, /* PSX & PS2 ADPCM */ coding_invert_PSX, /* PSX ADPCM with some weirdness */ coding_PSX_badflags, /* with garbage in the flags byte */ coding_FFXI, /* FF XI PSX-ish ADPCM */ coding_XA, /* PSX CD-XA */ coding_XBOX, /* XBOX IMA */ coding_INT_XBOX, /* XBOX 'real interleaved' IMA */ coding_EAXA, /* EA/XA ADPCM */ coding_EA_ADPCM, /* EA ADPCM */ coding_MAXIS_ADPCM, /* MAXIS ADPCM */ coding_NDS_PROCYON, /* NDS Procyon Studio ADPCM */ #ifdef VGM_USE_VORBIS coding_ogg_vorbis, /* vorbis */ #endif coding_SDX2, /* SDX2 2:1 Squareroot-Delta-Exact compression */ coding_SDX2_int, /* SDX2 2:1 Squareroot-Delta-Exact compression, with smaple-level interleave handled by the decoder */ coding_CBD2, /* CBD2 2:1 Cuberoot-Delta-Exact compression */ coding_CBD2_int, /* CBD2 2:1 Cuberoot-Delta-Exact compression, with sample-level interleave handled by the decoder */ coding_DVI_IMA, /* DVI (bare IMA, high nibble first), aka ADP4 */ coding_INT_DVI_IMA, /* Interleaved DVI */ coding_EACS_IMA, coding_IMA, /* bare IMA, low nibble first */ coding_INT_IMA, /* */ coding_MS_IMA, /* Microsoft IMA */ coding_RAD_IMA, /* "Radical ADPCM" IMA */ coding_RAD_IMA_mono, /* "Radical ADPCM" IMA, mono (for interleave) */ coding_APPLE_IMA4, /* Apple Quicktime IMA4 */ coding_DAT4_IMA, /* Eurocom 'DAT4' IMA ADPCM */ coding_WS, /* Westwood Studios' custom VBR ADPCM */ #ifdef VGM_USE_MPEG coding_fake_MPEG2_L2, /* MPEG-2 Layer 2 (AHX), with lying headers */ /* I don't even know offhand if all these combinations exist... */ coding_MPEG1_L1, coding_MPEG1_L2, coding_MPEG1_L3, /* good ol' MPEG-1 Layer 3 (MP3) */ coding_MPEG2_L1, coding_MPEG2_L2, coding_MPEG2_L3, coding_MPEG25_L1, coding_MPEG25_L2, coding_MPEG25_L3, #endif #ifdef VGM_USE_G7221 coding_G7221, /* G.722.1 (Polycom Siren 7) */ coding_G7221C, /* G.722.1 with Annex C extension (Polycom Siren 14) */ #endif coding_ACM, /* InterPlay ACM */ /* compressed NWA at various levels */ coding_NWA0, coding_NWA1, coding_NWA2, coding_NWA3, coding_NWA4, coding_NWA5, coding_MSADPCM, /* Microsoft ADPCM */ coding_AICA, /* Yamaha AICA ADPCM */ coding_L5_555, /* Level-5 0x555 */ coding_SASSC, /* Activision EXAKT SASSC DPCM */ coding_PCM16LE_XOR_int, /* sample-level xor */ } coding_t; /* The layout type specifies how the sound data is laid out in the file */ typedef enum { /* generic */ layout_none, /* straight data */ /* interleave */ layout_interleave, /* equal interleave throughout the stream */ layout_interleave_shortblock, /* interleave with a short last block */ layout_interleave_byte, /* full byte interleave */ /* headered blocks */ layout_ast_blocked, /* .ast STRM with BLCK blocks*/ layout_halpst_blocked, /* blocks with HALPST-format header */ layout_xa_blocked, layout_ea_blocked, layout_eacs_blocked, layout_caf_blocked, layout_wsi_blocked, layout_str_snds_blocked, layout_ws_aud_blocked, layout_matx_blocked, layout_de2_blocked, layout_xvas_blocked, layout_vs_blocked, layout_emff_ps2_blocked, layout_emff_ngc_blocked, layout_gsb_blocked, layout_thp_blocked, layout_filp_blocked, layout_mxch_blocked, layout_psx_mgav_blocked, layout_ps2_adm_blocked, layout_dsp_bdsp_blocked, #if 0 layout_strm_blocked, /* */ #endif /* otherwise odd */ layout_dtk_interleave, /* dtk interleaves channels by nibble */ #ifdef VGM_USE_VORBIS layout_ogg_vorbis, /* ogg vorbis file */ #endif #ifdef VGM_USE_MPEG layout_fake_mpeg, /* MPEG audio stream with bad frame headers (AHX) */ layout_mpeg, /* proper MPEG audio stream */ #endif layout_acm, /* dummy, let libacm handle layout */ layout_mus_acm, /* mus has multi-files to deal with */ layout_aix, /* CRI AIX's wheels within wheels */ layout_aax, /* CRI AAX's wheels within databases */ layout_ivaud_blocked, /* GTA IV .ivaud blocks */ } layout_t; /* The meta type specifies how we know what we know about the file. We may know because of a header we read, some of it may have been guessed from filenames, etc. */ typedef enum { /* DSP-specific */ meta_DSP_STD, /* standard GC ADPCM (DSP) header */ meta_DSP_CSTR, /* Star Fox Assault "Cstr" */ meta_DSP_RS03, /* Metroid Prime 2 "RS03" */ meta_DSP_STM, /* Paper Mario 2 STM */ meta_DSP_HALP, /* SSB:M "HALPST" */ meta_DSP_AGSC, /* Metroid Prime 2 title */ meta_DSP_MPDSP, /* Monopoly Party single header stereo */ meta_DSP_JETTERS, /* Bomberman Jetters .dsp */ meta_DSP_MSS, meta_DSP_GCM, meta_DSP_STR, /* Conan .str files */ meta_DSP_SADB, /* .sad */ meta_DSP_WSI, /* .wsi */ meta_DSP_AMTS, /* .amts */ meta_DSP_WII_IDSP, /* .gcm with IDSP header */ meta_DSP_WII_MUS, /* .mus */ meta_DSP_WII_WSD, /* Phantom Brave (WII) */ meta_WII_NDP, /* Vertigo (Wii) */ meta_DSP_YGO, /* Yu-Gi-Oh! The Falsebound Kingdom (NGC), Hikaru no Go 3 (NGC) */ /* Nintendo */ meta_STRM, /* STRM */ meta_RSTM, /* RSTM (similar to STRM) */ meta_AFC, /* AFC */ meta_AST, /* AST */ meta_RWSD, /* single-stream RWSD */ meta_RWAR, /* single-stream RWAR */ meta_RWAV, /* contents of RWAR */ meta_RSTM_SPM, /* RSTM with 44->22khz hack */ meta_THP, meta_RSTM_shrunken, /* Atlus' mutant shortened RSTM */ meta_NDS_SWAV, /* Asphalt Urban GT 1 & 2 */ meta_NDS_RRDS, /* Ridge Racer DS */ meta_WII_BNS, /* Wii BNS Banner Sound (similar to RSTM) */ meta_STX, /* Pikmin .stx */ /* CRI ADX */ meta_ADX_03, /* ADX "type 03" */ meta_ADX_04, /* ADX "type 04" */ meta_ADX_05, /* ADX "type 05" */ meta_AIX, /* CRI AIX */ meta_AAX, /* CRI AAX */ /* etc */ meta_NGC_ADPDTK, /* NGC DTK/ADP, no header (.adp) */ meta_kRAW, /* almost headerless PCM */ meta_RSF, /* Retro Studios RSF, no header (.rsf) */ meta_HALPST, /* HAL Labs HALPST */ meta_GCSW, /* GCSW (PCM) */ meta_CFN, /* Namco CAF Audio File */ meta_MYSPD, /* U-Sing .myspd */ meta_HIS, /* Her Ineractive .his */ meta_BNSF, /* Bandai Namco Sound Format */ meta_PS2_SShd, /* .ADS with SShd header */ meta_PS2_NPSF, /* Namco Production Sound File */ meta_PS2_RXW, /* Sony Arc The Lad Sound File */ meta_PS2_RAW, /* RAW Interleaved Format */ meta_PS2_EXST, /* Shadow of Colossus EXST */ meta_PS2_SVAG, /* Konami SVAG */ meta_PS2_MIB, /* MIB File */ meta_PS2_MIB_MIH, /* MIB File + MIH Header*/ meta_PS2_MIC, /* KOEI MIC File */ meta_PS2_VAGi, /* VAGi Interleaved File */ meta_PS2_VAGp, /* VAGp Mono File */ meta_PS2_VAGm, /* VAGp Mono File */ meta_PS2_pGAV, /* VAGp with Little Endian Header */ meta_PSX_GMS, /* GMS File (used in PS1 & PS2) */ meta_PS2_STR, /* Pacman STR+STH files */ meta_PS2_ILD, /* ILD File */ meta_PS2_PNB, /* PsychoNauts Bgm File */ meta_PSX_XA, /* CD-XA with RIFF header */ meta_PS2_VAGs, /* VAG Stereo from Kingdom Hearts */ meta_PS2_VPK, /* VPK Audio File */ meta_PS2_BMDX, /* Beatmania thing */ meta_PS2_IVB, /* Langrisser 3 IVB */ meta_PS2_SND, /* some Might & Magics SSND header */ meta_PS2_SVS, /* Square SVS */ meta_XSS, /* Dino Crisis 3 */ meta_SL3, /* Test Drive Unlimited */ meta_HGC1, /* Knights of the Temple 2 */ meta_AUS, /* Variuos Capcom Games */ meta_RWS, /* Variuos Konami Games */ meta_FSB1, /* FMOD Sample Bank, version 1 */ meta_FSB3_0, /* FMOD Sample Bank, version 3.0 */ meta_FSB3_1, /* FMOD Sample Bank, version 3.1 */ meta_FSB4, /* FMOD Sample Bank, version 4 */ meta_FSB4_WAV, /* FMOD Sample Bank, version 4 with "WAV" Header */ meta_RWX, /* Air Force Delta Storm (XBOX) */ meta_XWB, /* King of Fighters (XBOX) */ meta_XA30, /* Driver - Parallel Lines (PS2) */ meta_MUSC, /* Spyro Games, possibly more */ meta_MUSX_V004, /* Spyro Games, possibly more */ meta_MUSX_V005, /* Spyro Games, possibly more */ meta_MUSX_V006, /* Spyro Games, possibly more */ meta_MUSX_V010, /* Spyro Games, possibly more */ meta_MUSX_V201, /* Sphinx and the cursed Mummy */ meta_LEG, /* Legaia 2 */ meta_FILP, /* Resident Evil - Dead Aim */ meta_IKM, /* Zwei! */ meta_SFS, /* Baroque */ meta_BG00, /* Ibara, Mushihimesama */ meta_PS2_RSTM, /* Midnight Club 3 */ meta_PS2_KCES, /* Dance Dance Revolution */ meta_PS2_DXH, /* Tokobot Plus - Myteries of the Karakuri */ meta_PS2_PSH, /* Dawn of Mana - Seiken Densetsu 4 */ meta_PCM_SCD, /* Ephemeral Fantasia */ meta_PCM_PS2, /* Lunar - Eternal Blue */ meta_PS2_RKV, /* Legacy of Kain - Blood Omen 2 */ meta_PS2_PSW, /* Rayman Raving Rabbids */ meta_PS2_VAS, /* Pro Baseball Spirits 5 */ meta_PS2_TEC, /* TECMO badflagged stream */ meta_PS2_ENTH, /* Enthusia */ meta_SDT, /* Baldur's Gate - Dark Alliance */ meta_NGC_TYDSP, /* Ty - The Tasmanian Tiger */ meta_NGC_SWD, /* Conflict - Desert Storm 1 & 2 */ meta_CAPDSP, /* Capcom DSP Header */ meta_DC_STR, /* SEGA Stream Asset Builder */ meta_DC_STR_V2, /* variant of SEGA Stream Asset Builder */ meta_NGC_BH2PCM, /* Bio Hazard 2 */ meta_SAT_SAP, /* Bubble Symphony */ meta_DC_IDVI, /* Eldorado Gate */ meta_KRAW, /* Geometry Wars - Galaxies */ meta_PS2_OMU, /* PS2 Int file with Header */ meta_PS2_XA2, /* XG3 Extreme-G Racing */ meta_IDSP, /* Chronicles of Narnia, Soul Calibur Legends, Mario Strikers Charged */ meta_SPT_SPD, /* Variouis */ meta_ISH_ISD, /* Various */ meta_GSP_GSB, /* Various */ meta_YDSP, /* WWE Day of Reckoning */ meta_FFCC_STR, /* Final Fantasy: Crystal Chronicles */ meta_WAA_WAC_WAD_WAM, /* Beyond Good & Evil */ meta_GCA, /* Metal Slug Anthology */ meta_MSVP, /* Popcap Hits */ meta_NGC_SSM, /* Golden Gashbell Full Power */ meta_PS2_JOE, /* Wall-E / Pixar games */ meta_NGC_YMF, /* WWE WrestleMania X8 */ meta_SADL, /* .sad */ meta_PS2_CCC, /* Tokyo Xtreme Racer DRIFT 2 */ meta_PSX_FAG, /* Jackie Chan - Stuntmaster */ meta_PS2_MIHB, /* Merged MIH+MIB */ meta_NGC_PDT, /* Mario Party 6 */ meta_DC_ASD, /* Miss Moonligh */ meta_NAOMI_SPSD, /* Guilty Gear X */ meta_RSD2VAG, /* RSD2VAG */ meta_RSD2PCMB, /* RSD2PCMB */ meta_RSD2XADP, /* RSD2XADP */ meta_RSD3VAG, /* RSD3VAG */ meta_RSD3GADP, /* RSD3GADP */ meta_RSD3PCM, /* RSD3PCM */ meta_RSD3PCMB, /* RSD3PCMB */ meta_RSD4PCMB, /* RSD4PCMB */ meta_RSD4PCM, /* RSD4PCM */ meta_RSD4RADP, /* RSD4RADP */ meta_RSD4VAG, /* RSD4VAG */ meta_RSD6VAG, /* RSD6VAG */ meta_RSD6WADP, /* RSD6WADP */ meta_RSD6XADP, /* RSD6XADP */ meta_RSD6RADP, /* RSD6RADP */ meta_PS2_ASS, /* ASS */ meta_PS2_SEG, /* Eragon */ meta_NDS_STRM_FFTA2, /* Final Fantasy Tactics A2 */ meta_STR_ASR, /* Donkey Kong Jet Race */ meta_ZWDSP, /* Zack and Wiki */ meta_VGS, /* Guitar Hero Encore - Rocks the 80s */ meta_DC_DCSW_DCS, /* Evil Twin - Cypriens Chronicles (DC) */ meta_WII_SMP, /* Mushroom Men - The Spore Wars */ meta_WII_SNG, /* Excite Trucks */ meta_EMFF_PS2, /* Eidos Music File Format for PS2*/ meta_EMFF_NGC, /* Eidos Music File Format for NGC/WII */ meta_SAT_BAKA, /* Crypt Killer */ meta_PS2_VSF, /* Musashi: Samurai Legend */ meta_PS2_VSF_TTA, /* Tiny Toon Adventures: Defenders of the Universe */ meta_ADS, /* Gauntlet Dark Legends (GC) */ meta_PS2_SPS, /* Ape Escape 2 */ meta_PS2_XA2_RRP, /* RC Revenge Pro */ meta_PS2_STM, /* Red Dead Revolver .stm, renamed .ps2stm */ meta_NGC_DSP_KONAMI, /* Konami DSP header, found in various games */ meta_XBOX_WAVM, /* XBOX WAVM File */ meta_XBOX_RIFF, /* XBOX RIFF/WAVE File */ meta_XBOX_WVS, /* XBOX WVS */ meta_NGC_WVS, /* NGC WVS */ meta_XBOX_STMA, /* XBOX STMA */ meta_XBOX_MATX, /* XBOX MATX */ meta_XBOX_XMU, /* XBOX XMU */ meta_XBOX_XVAS, /* XBOX VAS */ meta_EAXA_R2, /* EA XA Release 2 */ meta_EAXA_R3, /* EA XA Release 3 */ meta_EAXA_PSX, /* EA with PSX ADPCM */ meta_EACS_PC, /* EACS PC */ meta_EACS_PSX, /* EACS PSX */ meta_EACS_SAT, /* EACS SATURN */ meta_EA_ADPCM, /* EA XA ADPCM */ meta_EA_IMA, /* EA IMA */ meta_EA_PCM, /* EA PCM */ meta_RAW, /* RAW PCM file */ meta_GENH, /* generic header */ #ifdef VGM_USE_VORBIS meta_ogg_vorbis, /* ogg vorbis */ meta_OGG_SLI, /* Ogg Vorbis file w/ companion .sli for looping */ meta_OGG_SLI2, /* Ogg Vorbis file w/ different styled .sli for looping */ meta_OGG_SFL, /* Ogg Vorbis file w/ .sfl (RIFF SFPL) for looping */ meta_um3_ogg, /* Ogg Vorbis with first 0x800 bytes XOR 0xFF */ #endif meta_AIFC, /* Audio Interchange File Format AIFF-C */ meta_AIFF, /* Audio Interchange File Format */ meta_STR_SNDS, /* .str with SNDS blocks and SHDR header */ meta_WS_AUD, /* Westwood Studios .aud */ meta_WS_AUD_old, /* Westwood Studios .aud, old style */ #ifdef VGM_USE_MPEG meta_AHX, /* CRI AHX header (same structure as ADX) */ #endif meta_RIFF_WAVE, /* RIFF, for WAVs */ meta_RIFF_WAVE_POS, /* .wav + .pos for looping */ meta_RIFF_WAVE_labl_Marker, /* RIFF w/ loop Markers in LIST-adtl-labl */ meta_RIFF_WAVE_smpl, /* RIFF w/ loop data in smpl chunk */ meta_RIFF_WAVE_MWV, /* .mwv RIFF w/ loop data in ctrl chunk pflt */ meta_RIFF_WAVE_SNS, /* .sns RIFF */ meta_RIFX_WAVE, /* RIFX, for big-endian WAVs */ meta_RIFX_WAVE_smpl, /* RIFX w/ loop data in smpl chunk */ meta_PC_MXST, /* Lego Island MxSt */ meta_PC_SOB_SAB, /* Worms 4 Mayhem SOB+SAB file */ meta_NWA, /* Visual Art's NWA */ meta_NWA_NWAINFOINI, /* NWA w/ NWAINFO.INI for looping */ meta_NWA_GAMEEXEINI, /* NWA w/ Gameexe.ini for looping */ meta_DVI, /* DVI Interleaved */ meta_KCEY, /* KCEYCOMP */ meta_ACM, /* InterPlay ACM header */ meta_MUS_ACM, /* MUS playlist of InterPlay ACM files */ meta_DE2, /* Falcom (Gurumin) .de2 */ meta_VS, /* Men in Black .vs */ meta_FFXI_BGW, /* FFXI BGW */ meta_FFXI_SPW, /* FFXI SPW */ meta_STS_WII, /* Shikigami No Shiro 3 STS Audio File */ meta_PS2_P2BT, /* Pop'n'Music 7 Audio File */ meta_PS2_GBTS, /* Pop'n'Music 9 Audio File */ meta_NGC_IADP, /* Gamecube Interleave DSP */ meta_PS2_TK5, /* Tekken 5 Stream Files */ meta_WII_STR, /* House of The Dead Overkill STR+STH */ meta_PS2_MCG, /* Gunvari MCG Files (was name .GCM on disk) */ meta_ZSD, /* Dragon Booster ZSD */ meta_RedSpark, /* "RedSpark" RSD (MadWorld) */ meta_PC_IVAUD, /* .ivaud GTA IV */ meta_NDS_HWAS, /* Spider-Man 3, Tony Hawk's Downhill Jam, possibly more... */ meta_NGC_LPS, /* Rave Master (Groove Adventure Rave)(GC) */ meta_NAOMI_ADPCM, /* NAOMI/NAOMI2 ARcade games */ meta_SD9, /* beatmaniaIIDX16 - EMPRESS (Arcade) */ meta_2DX9, /* beatmaniaIIDX16 - EMPRESS (Arcade) */ meta_PS2_VGV, /* Rune: Viking Warlord */ meta_NGC_GCUB, /* Sega Soccer Slam */ meta_MAXIS_XA, /* Sim City 3000 (PC) */ meta_NGC_SCK_DSP, /* Scorpion King (NGC) */ meta_CAFF, /* iPhone .caf */ meta_EXAKT_SC, /* Activision EXAKT .SC (PS2) */ meta_WII_WAS, /* DiRT 2 (WII) */ meta_PONA_3DO, /* Policenauts (3DO) */ meta_PONA_PSX, /* Policenauts (PSX) */ meta_XBOX_HLWAV, /* Half Life 2 (XBOX) */ meta_PS2_AST, /* Some KOEI game (PS2) */ meta_DMSG, /* Nightcaster II - Equinox (XBOX) */ meta_NGC_DSP_AAAP, /* Turok: Evolution (NGC), Vexx (NGC) */ meta_PS2_STER, /* Juuni Kokuki: Kakukaku Taru Ou Michi Beni Midori no Uka */ meta_PS2_WB, /* Shooting Love. ~TRIZEAL~ */ meta_S14, /* raw Siren 14, 24kbit mono */ meta_SSS, /* raw Siren 14, 48kbit stereo */ meta_PS2_GCM, /* NamCollection */ meta_PS2_SMPL, /* Homura */ meta_PS2_MSA, /* Psyvariar -Complete Edition- */ meta_PS2_VOI, /* RAW Danger (Zettaizetsumei Toshi 2 - Itetsuita Kiokutachi) [PS2] */ meta_PS2_KHV, /* Kingdom Hearts 2 VAG streams */ meta_PC_SMP, /* Ghostbusters PC .smp */ meta_P3D, /* Prototype P3D */ meta_PS2_TK1, /* Tekken (NamCollection) */ meta_PS2_ADSC, /* Kenka Bancho 2: Full Throttle */ meta_NGC_BO2, /* Blood Omen 2 (NGC) */ meta_DSP_DDSP, /* Various (2 dsp files stuck together */ meta_NGC_DSP_MPDS, /* Big Air Freestyle, Terminator 3 */ meta_DSP_STR_IG, /* Micro Machines, Superman Superman: Shadow of Apokolis */ meta_PSX_MGAV, /* Future Cop L.A.P.D. */ meta_NGC_DSP_STH_STR, /* SpongeBob Squarepants (NGC), Taz Wanted (NGC), Cubix (NGC), Tak (WII)*/ meta_PS2_B1S, /* 7 Wonders of the ancient world */ meta_PS2_WAD, /* The golden Compass */ meta_DSP_XIII, /* XIII, possibly more (Ubisoft header???) */ meta_DSP_CABELAS, /* Cabelas games */ meta_PS2_ADM, /* Dragon Quest 5 */ meta_PS2_LPCM, /* Ah! My Goddess */ meta_DSP_BDSP, /* Ah! My Goddess */ meta_PS2_VMS, /* Autobahn Raser - Police Madness */ meta_PS2_XAU, // Spectral Force Chronicle meta_GH3_BAR, /* Guitar Hero III Mobile .bar */ meta_FFW, /* Freedom Fighters [NGC] */ meta_DSP_DSPW, /* Sengoku Basara 3 [WII] */ meta_PS2_JSTM, /* Tantei Jinguji Saburo - Kind of Blue (PS2) */ meta_PS3_XVAG, /* Ratchet & Clank Future: Quest for Booty (PS3) */ meta_PS3_CPS, /* Eternal Sonata (PS3) */ } meta_t; typedef struct { STREAMFILE * streamfile; /* file used by this channel */ off_t channel_start_offset; /* where data for this channel begins */ off_t offset; /* current location in the file */ off_t frame_header_offset; /* offset of the current frame header (for WS) */ int samples_left_in_frame; /* for WS */ /* format specific */ /* adpcm */ int16_t adpcm_coef[16]; /* for formats with decode coefficients built in */ int32_t adpcm_coef_3by32[0x60]; /* for Level-5 0x555 */ union { int16_t adpcm_history1_16; /* previous sample */ int32_t adpcm_history1_32; }; union { int16_t adpcm_history2_16; /* previous previous sample */ int32_t adpcm_history2_32; }; union { int16_t adpcm_history3_16; int32_t adpcm_history3_32; }; double adpcm_history1_double; double adpcm_history2_double; int adpcm_step_index; /* for IMA */ int adpcm_scale; /* for MS ADPCM */ struct g72x_state g72x_state; /* state for G.721 decoder, sort of big but we might as well keep it around */ #ifdef DEBUG int samples_done; int16_t loop_history1,loop_history2; #endif /* ADX encryption */ int adx_channels; uint16_t adx_xor; uint16_t adx_mult; uint16_t adx_add; /* BMDX encryption */ uint8_t bmdx_xor; uint8_t bmdx_add; /* generic encryption */ uint16_t key_xor; } VGMSTREAMCHANNEL; typedef struct { /* basics */ int32_t num_samples; /* the actual number of samples in this stream */ int32_t sample_rate; /* sample rate in Hz */ int channels; /* number of channels */ coding_t coding_type; /* type of encoding */ layout_t layout_type; /* type of layout for data */ meta_t meta_type; /* how we know the metadata */ /* looping */ int loop_flag; /* is this stream looped? */ int32_t loop_start_sample; /* first sample of the loop (included in the loop) */ int32_t loop_end_sample; /* last sample of the loop (not included in the loop) */ /* channels */ VGMSTREAMCHANNEL * ch; /* pointer to array of channels */ /* channel copies */ VGMSTREAMCHANNEL * start_ch; /* copies of channel status as they were at the beginning of the stream */ VGMSTREAMCHANNEL * loop_ch; /* copies of channel status as they were at the loop point */ /* layout-specific */ int32_t current_sample; /* number of samples we've passed */ int32_t samples_into_block; /* number of samples into the current block */ /* interleave */ size_t interleave_block_size; /* interleave for this file */ size_t interleave_smallblock_size; /* smaller interleave for last block */ /* headered blocks */ off_t current_block_offset; /* start of this block (offset of block header) */ size_t current_block_size; /* size of the block we're in now */ off_t next_block_offset; /* offset of header of the next block */ int hit_loop; /* have we seen the loop yet? */ /* loop layout (saved values) */ int32_t loop_sample; /* saved from current_sample, should be loop_start_sample... */ int32_t loop_samples_into_block; /* saved from samples_into_block */ off_t loop_block_offset; /* saved from current_block_offset */ size_t loop_block_size; /* saved from current_block_size */ off_t loop_next_block_offset; /* saved from next_block_offset */ uint8_t xa_channel; /* Selected XA Channel */ int32_t xa_sector_length; /* XA block */ int8_t get_high_nibble; uint8_t ea_big_endian; /* Big Endian ? */ uint8_t ea_compression_type; uint8_t ea_compression_version; uint8_t ea_platform; int32_t ws_output_size; /* output bytes for this block */ void * start_vgmstream; /* a copy of the VGMSTREAM as it was at the beginning of the stream */ int32_t thpNextFrameSize; int skip_last_channel; /* Data the codec needs for the whole stream. This is for codecs too * different from vgmstream's structure to be reasonably shoehorned into * using the ch structures. * Note also that support must be added for resetting, looping and * closing for every codec that uses this, as it will not be handled. */ void * codec_data; } VGMSTREAM; #ifdef VGM_USE_VORBIS typedef struct { STREAMFILE *streamfile; ogg_int64_t offset; ogg_int64_t size; } ogg_vorbis_streamfile; typedef struct { OggVorbis_File ogg_vorbis_file; int bitstream; ogg_vorbis_streamfile ov_streamfile; } ogg_vorbis_codec_data; #endif #ifdef VGM_USE_MPEG #define AHX_EXPECTED_FRAME_SIZE 0x414 /* MPEG_BUFFER_SIZE should be >= AHX_EXPECTED_FRAME_SIZE */ #define MPEG_BUFFER_SIZE 0x1000 typedef struct { uint8_t buffer[MPEG_BUFFER_SIZE]; int buffer_used; int buffer_full; size_t bytes_in_buffer; mpg123_handle *m; } mpeg_codec_data; #endif #ifdef VGM_USE_G7221 typedef struct { sample buffer[640]; g7221_handle *handle; } g7221_codec_data; #endif /* with one file this is also used for just ACM */ typedef struct { int file_count; int current_file; /* the index we return to upon loop completion */ int loop_start_file; /* one after the index of the last file, typically * will be equal to file_count */ int loop_end_file; /* Upon exit from a loop, which file to play. */ /* -1 if there is no such file */ /*int end_file;*/ ACMStream **files; } mus_acm_codec_data; #define AIX_BUFFER_SIZE 0x1000 /* AIXery */ typedef struct { sample buffer[AIX_BUFFER_SIZE]; int segment_count; int stream_count; int current_segment; /* one per segment */ int32_t *sample_counts; /* organized like: * segment1_stream1, segment1_stream2, segment2_stream1, segment2_stream2*/ VGMSTREAM **adxs; } aix_codec_data; typedef struct { int segment_count; int current_segment; int loop_segment; /* one per segment */ int32_t *sample_counts; VGMSTREAM **adxs; } aax_codec_data; /* for compressed NWA */ typedef struct { NWAData *nwa; } nwa_codec_data; /* do format detection, return pointer to a usable VGMSTREAM, or NULL on failure */ VGMSTREAM * init_vgmstream(const char * const filename); VGMSTREAM * init_vgmstream_from_STREAMFILE(STREAMFILE *streamFile); /* reset a VGMSTREAM to start of stream */ void reset_vgmstream(VGMSTREAM * vgmstream); /* allocate a VGMSTREAM and channel stuff */ VGMSTREAM * allocate_vgmstream(int channel_count, int looped); /* deallocate, close, etc. */ void close_vgmstream(VGMSTREAM * vgmstream); /* calculate the number of samples to be played based on looping parameters */ int32_t get_vgmstream_play_samples(double looptimes, double fadeseconds, double fadedelayseconds, VGMSTREAM * vgmstream); /* render! */ void render_vgmstream(sample * buffer, int32_t sample_count, VGMSTREAM * vgmstream); /* smallest self-contained group of samples is a frame */ int get_vgmstream_samples_per_frame(VGMSTREAM * vgmstream); /* number of bytes per frame */ int get_vgmstream_frame_size(VGMSTREAM * vgmstream); /* in NDS IMA the frame size is the block size, so the last one is short */ int get_vgmstream_samples_per_shortframe(VGMSTREAM * vgmstream); int get_vgmstream_shortframe_size(VGMSTREAM * vgmstream); /* Assume that we have written samples_written into the buffer already, and we have samples_to_do consecutive * samples ahead of us. Decode those samples into the buffer. */ void decode_vgmstream(VGMSTREAM * vgmstream, int samples_written, int samples_to_do, sample * buffer); /* Assume additionally that we have samples_to_do consecutive samples in "data", * and this this is for channel number "channel" */ void decode_vgmstream_mem(VGMSTREAM * vgmstream, int samples_written, int samples_to_do, sample * buffer, uint8_t * data, int channel); /* calculate number of consecutive samples to do (taking into account stopping for loop start and end) */ int vgmstream_samples_to_do(int samples_this_block, int samples_per_frame, VGMSTREAM * vgmstream); /* Detect start and save values, also detect end and restore values. Only works on exact sample values. * Returns 1 if loop was done. */ int vgmstream_do_loop(VGMSTREAM * vgmstream); /* Write a description of the stream into array pointed by desc, * which must be length bytes long. Will always be null-terminated if length > 0 */ void describe_vgmstream(VGMSTREAM * vgmstream, char * desc, int length); /* See if there is a second file which may be the second channel, given * already opened mono opened_stream which was opened from filename. * If a suitable file is found, open it and change opened_stream to a * stereo stream. */ void try_dual_file_stereo(VGMSTREAM * opened_stream, STREAMFILE *streamFile); #endif