#include "meta.h" static int freq_to_rate(int freq); /* SSPF - Konami/KCET banks [Metal Gear Solid 4 (PS3)] */ VGMSTREAM* init_vgmstream_sspf(STREAMFILE* sf) { VGMSTREAM* vgmstream = NULL; off_t start_offset; int loop_flag, channels, sample_rate; int32_t num_samples, loop_start; int total_subsongs, target_subsong = sf->stream_index; uint32_t file_size, pad_size, offset, bwav_offset, iwav_offset, wave_offset, stream_size; uint32_t codec; /* checks */ if (!is_id32be(0x00,sf, "SSPF")) goto fail; if (!check_extensions(sf, "ssp")) goto fail; /* extra check to ignore .spc, that are a RAM pack of .ssp with a ~0x800 table at the end */ file_size = read_u32be(0x08, sf) + 0x08; /* without padding */ pad_size = 0; if (file_size % 0x800) /* add padding */ pad_size = 0x800 - (file_size % 0x800); if (file_size != get_streamfile_size(sf) && file_size + pad_size != get_streamfile_size(sf)) goto fail; /* 0x0c: "loadBank"? (always 2? MTA2 is always 1) */ /* read chunks (fixed order) */ bwav_offset = read_u32be(0x04, sf) + 0x08; if (!is_id32be(bwav_offset,sf, "BWAV")) goto fail; iwav_offset = read_u32be(bwav_offset + 0x04, sf) + 0x08 + bwav_offset; if (!is_id32be(iwav_offset,sf, "IWAV")) goto fail; /* past IWAV are some more chunks then padding (variable? some are defined in debug structs only, not seen) */ total_subsongs = read_u32be(iwav_offset + 0x08,sf); if (target_subsong == 0) target_subsong = 1; if (target_subsong < 0 || target_subsong > total_subsongs || total_subsongs < 1) goto fail; offset = iwav_offset + 0x10 + (target_subsong - 1) * 0x20; /* IWAV entry supposedly contains more info but seems only offset and some ID at 0x14, rest is 0 */ wave_offset = read_u32be(offset + 0x00,sf) + bwav_offset; if (is_id32be(wave_offset,sf, "SSWF")) { codec = read_u8(wave_offset + 0x04,sf); /* kType (always 0x01) */ if (read_u8(wave_offset + 0x05,sf) != 0x01) /* nChannels? */ goto fail; sample_rate = read_u16be(wave_offset + 0x06,sf); /* not freq (ex. 48000 is used) */ loop_start = read_s32be(wave_offset + 0x08,sf); num_samples = read_s32be(wave_offset + 0x0c,sf); channels = 1; loop_flag = loop_start != 0x7FFFFFFF; start_offset = wave_offset + 0x10; stream_size = 0x10 + (num_samples * channels * 0x02); /* implicit */ } else if (is_id32be(wave_offset,sf, "SSW2")) { stream_size = read_u32be(wave_offset + 0x04,sf); /* 08 version? (always 0) */ num_samples = read_s32be(wave_offset + 0x0c,sf); codec = read_u32be(wave_offset + 0x10,sf); /* kType (always 0x21) */ if (read_u32be(wave_offset + 0x10,sf) != 0x21) goto fail; if (read_u8(wave_offset + 0x14,sf) != 0x08) /* nBlocks? */ goto fail; if (read_u8(wave_offset + 0x15,sf) != 0x01) /* nChannels? */ goto fail; channels = 1; sample_rate = freq_to_rate(read_u16be(wave_offset + 0x16,sf)); /* freq value */ loop_start = read_s32be(wave_offset + 0x18,sf); /* 0x1c: lpStartAddr (0xFFFFFFFF is none) */ loop_flag = loop_start != 0x7FFFFFFF; start_offset = wave_offset + 0x20; } else { vgm_logi("SSPF: unknown variant at %x\n", wave_offset); goto fail; } /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channels, loop_flag); if (!vgmstream) goto fail; vgmstream->meta_type = meta_SSPF; vgmstream->sample_rate = sample_rate; vgmstream->num_samples = num_samples; vgmstream->loop_start_sample = loop_start; vgmstream->loop_end_sample = num_samples; vgmstream->num_streams = total_subsongs; vgmstream->stream_size = stream_size; switch (codec) { case 0x01: vgmstream->coding_type = coding_PCM16BE; vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = 0x02; break; case 0x21: vgmstream->coding_type = coding_MTA2; vgmstream->codec_config = 1; vgmstream->layout_type = layout_none; break; default: vgm_logi("SSPF: unknown codec %x\n", codec); goto fail; } if (!vgmstream_open_stream(vgmstream, sf, start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; } /* transforms internal freq to sample rate */ static int freq_to_rate(int freq) { /* from PowerPC code seems like it's trying something like this, but not quite (PPC is complex): if ((freq & 0xFF) != 0) return powf(10.0, 0.0117647 * (freq & 0xFF))) * 20.0; return powf(10.0, 0.0117647 * 2048)) * 20.0; //??? */ //TODO improve, for now fake it switch(freq) { case 0x9000: return 24000; /* most voices, sounds right */ case 0xA200: return 48000; /* most sfx */ /* rest is rarely used for some sfx, so it's hard to guess actual frequency and this is just approximate */ case 0x9fcd: return 44100; case 0x9c9c: return 39000; case 0x9b79: return 38000; case 0x9b13: return 37000; case 0x9a88: return 36000; case 0x9778: return 32000; case 0x9401: return 28000; case 0x8578: return 16000; case 0x7e00: return 11050; default: VGM_LOG("SSPF: unknown freq %x\n", freq); break; } return freq; }