#include "coding.h" /* Decodes Argonaut's ASF ADPCM codec, used in some of their PC games. * Algorithm should be accurate (reverse engineered from asfcodec.adl DLL). */ void decode_asf(VGMSTREAMCHANNEL * stream, sample * outbuf, int channelspacing, int32_t first_sample, int32_t samples_to_do) { off_t frame_offset; int i, frames_in, sample_count = 0; size_t bytes_per_frame, samples_per_frame; uint8_t shift, mode; int32_t hist1 = stream->adpcm_history1_32; int32_t hist2 = stream->adpcm_history2_32; /* external interleave (fixed size), mono */ bytes_per_frame = 0x11; samples_per_frame = (bytes_per_frame - 0x01) * 2; frames_in = first_sample / samples_per_frame; first_sample = first_sample % samples_per_frame; /* parse frame header */ frame_offset = stream->offset + bytes_per_frame*frames_in; shift = ((uint8_t)read_8bit(frame_offset+0x00,stream->streamfile) >> 4) & 0xf; mode = ((uint8_t)read_8bit(frame_offset+0x00,stream->streamfile) >> 0) & 0xf; /* decode nibbles */ for (i = first_sample; i < first_sample + samples_to_do; i++) { int32_t new_sample; uint8_t nibbles = (uint8_t)read_8bit(frame_offset+0x01 + i/2,stream->streamfile); new_sample = i&1 ? /* high nibble first */ get_low_nibble_signed(nibbles): get_high_nibble_signed(nibbles); /* move sample to upper nibble, then shift + 2 (IOW: shift + 6) */ new_sample = (new_sample << 4) << (shift + 2); /* mode is checked as a flag, so there are 2 modes only, but lower nibble * may have other values at last frame (ex 0x02/09), could be control flags (loop related?) */ if (mode & 0x4) { /* ~filters: 2, -1 */ new_sample = (new_sample + (hist1 << 7) - (hist2 << 6)) >> 6; } else { /* ~filters: 1, 0 */ new_sample = (new_sample + (hist1 << 6)) >> 6; } //new_sample = clamp16(new_sample); /* must not */ outbuf[sample_count] = (int16_t)new_sample; sample_count += channelspacing; hist2 = hist1; hist1 = new_sample; } stream->adpcm_history1_32 = hist1; stream->adpcm_history2_32 = hist2; }