#include "meta.h" #include "../coding/coding.h" /* .WAV - from Half-Life 2 (Xbox) */ VGMSTREAM* init_vgmstream_xbox_hlwav(STREAMFILE* sf) { VGMSTREAM* vgmstream = NULL; uint32_t header_size, data_size, start_offset, sample_rate; int32_t loop_start; uint8_t format, freq_mode, channels; int loop_flag; /* checks */ if (!check_extensions(sf, "wav,lwav")) goto fail; /* check header and size */ header_size = read_u32le(0x00, sf); if (header_size != 0x14) goto fail; data_size = read_u32le(0x04, sf); start_offset = read_u32le(0x08, sf); if (data_size != get_streamfile_size(sf) - start_offset) goto fail; loop_start = read_s32le(0x0c, sf); format = read_u8(0x12, sf); freq_mode = read_u8(0x13, sf) & 0x0F; channels = (read_u8(0x13, sf) >> 4) & 0x0F; switch (freq_mode) { case 0x00: sample_rate = 11025; break; case 0x01: sample_rate = 22050; break; case 0x02: sample_rate = 44100; break; default: goto fail; } if (channels > 2) /* Source only supports mono and stereo */ goto fail; loop_flag = (loop_start != -1); /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channels, loop_flag); if (!vgmstream) goto fail; /* fill in the vital statistics */ vgmstream->meta_type = meta_XBOX_HLWAV; vgmstream->sample_rate = sample_rate; vgmstream->loop_start_sample = loop_start; switch (format) { case 0x00: /* PCM */ vgmstream->coding_type = coding_PCM16LE; vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = 0x02; vgmstream->num_samples = pcm_bytes_to_samples(data_size, channels, 16); vgmstream->loop_end_sample = vgmstream->num_samples; /* always loops from the end */ break; case 0x01: /* XBOX ADPCM */ vgmstream->coding_type = coding_XBOX_IMA; vgmstream->layout_type = layout_none; vgmstream->num_samples = xbox_ima_bytes_to_samples(data_size, channels); vgmstream->loop_end_sample = vgmstream->num_samples; break; default: goto fail; } if (!vgmstream_open_stream(vgmstream, sf, start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; } /* .360.WAV, .PS3.WAV - from Valve games running on Source Engine, evolution of Xbox .WAV format seen above */ /* [The Orange Box (X360), Portal 2 (PS3/X360), Counter-Strike: Global Offensive (PS3/X360)] */ VGMSTREAM* init_vgmstream_xmv_valve(STREAMFILE* sf) { VGMSTREAM* vgmstream = NULL; int32_t loop_start; uint32_t start_offset, data_size, sample_rate, num_samples; uint16_t /*loop_block, loop_start_skip,*/ loop_end_skip; uint8_t format, freq_mode, channels; int loop_flag; /* checks */ if (!is_id32be(0x00, sf, "XMV ")) goto fail; if (!check_extensions(sf, "wav,lwav")) goto fail; /* only version 4 is known */ if (read_u32be(0x04, sf) != 0x04) goto fail; start_offset = read_u32be(0x10, sf); data_size = read_u32be(0x14, sf); num_samples = read_u32be(0x18, sf); loop_start = read_s32be(0x1c, sf); /* XMA only */ //loop_block = read_u16be(0x20, sf); //loop_start_skip = read_u16be(0x22, sf); loop_end_skip = read_u16be(0x24, sf); format = read_u8(0x28, sf); freq_mode = read_u8(0x2a, sf); channels = read_u8(0x2b, sf); switch (freq_mode) { case 0x00: sample_rate = 11025; break; case 0x01: sample_rate = 22050; break; case 0x02: sample_rate = 44100; break; default: goto fail; } if (channels > 2) /* Source only supports mono and stereo */ goto fail; loop_flag = (loop_start != -1); /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channels, loop_flag); if (!vgmstream) goto fail; vgmstream->meta_type = meta_XMV_VALVE; vgmstream->sample_rate = sample_rate; vgmstream->num_samples = num_samples; vgmstream->loop_start_sample = loop_start; vgmstream->loop_end_sample = num_samples; /* always loops from the end */ switch (format) { case 0x00: /* PCM */ vgmstream->coding_type = coding_PCM16BE; vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = 0x02; break; #ifdef VGM_USE_FFMPEG case 0x01: { /* XMA */ uint8_t buf[0x100]; int block_count, block_size; size_t bytes; block_size = 0x800; block_count = data_size / block_size; bytes = ffmpeg_make_riff_xma2(buf, 0x100, num_samples, data_size, channels, sample_rate, block_count, block_size); vgmstream->codec_data = init_ffmpeg_header_offset(sf, buf, bytes, start_offset, data_size); if (!vgmstream->codec_data) goto fail; vgmstream->coding_type = coding_FFmpeg; vgmstream->layout_type = layout_none; vgmstream->loop_end_sample -= loop_end_skip; xma_fix_raw_samples(vgmstream, sf, start_offset, data_size, 0, 1, 1); break; } #endif #ifdef VGM_USE_MPEG case 0x03: { /* MP3 */ coding_t mpeg_coding; if (loop_flag) /* should never happen, Source cannot loop MP3 */ goto fail; vgmstream->codec_data = init_mpeg(sf, start_offset, &mpeg_coding, channels); if (!vgmstream->codec_data) goto fail; vgmstream->coding_type = mpeg_coding; vgmstream->layout_type = layout_none; /* strangely, number of samples is stored incorrectly for MP3, there's PCM size in this field instead */ vgmstream->num_samples = pcm_bytes_to_samples(num_samples, channels, 16); break; } #endif case 0x02: /* ADPCM (not actually implemented, was probably supposed to be Microsoft ADPCM or Xbox IMA) */ default: goto fail; } if (!vgmstream_open_stream(vgmstream, sf, start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }