/* * vgmstream.h - definitions for VGMSTREAM, encapsulating a multi-channel, looped audio stream */ #ifndef _VGMSTREAM_H #define _VGMSTREAM_H /* reasonable limits */ enum { PATH_LIMIT = 32768, STREAM_NAME_SIZE = 255, VGMSTREAM_MAX_CHANNELS = 64, VGMSTREAM_MIN_SAMPLE_RATE = 300, /* 300 is Wwise min */ VGMSTREAM_MAX_SAMPLE_RATE = 192000, /* found in some FSB5 */ VGMSTREAM_MAX_SUBSONGS = 65535, /* +20000 isn't that uncommon */ VGMSTREAM_MAX_NUM_SAMPLES = 1000000000, /* no ~5h vgm hopefully */ }; #include "streamfile.h" #include "util/log.h" /* Due mostly to licensing issues, Vorbis, MPEG, G.722.1, etc decoding is done by external libraries. * Libs are disabled by default, defined on compile-time for builds that support it */ //#define VGM_USE_VORBIS //#define VGM_USE_MPEG //#define VGM_USE_G7221 //#define VGM_USE_G719 //#define VGM_USE_MP4V2 //#define VGM_USE_FDKAAC //#define VGM_USE_MAIATRAC3PLUS //#define VGM_USE_FFMPEG //#define VGM_USE_ATRAC9 //#define VGM_USE_CELT //#define VGM_USE_SPEEX #ifdef VGM_USE_MP4V2 #define MP4V2_NO_STDINT_DEFS #include #endif #ifdef VGM_USE_FDKAAC #include #endif #include "coding/g72x_state.h" /* The encoding type specifies the format the sound data itself takes */ typedef enum { coding_SILENCE, /* generates silence */ /* PCM */ coding_PCM16LE, /* little endian 16-bit PCM */ coding_PCM16BE, /* big endian 16-bit PCM */ coding_PCM16_int, /* 16-bit PCM with sample-level interleave (for blocks) */ coding_PCM8, /* 8-bit PCM */ coding_PCM8_int, /* 8-bit PCM with sample-level interleave (for blocks) */ coding_PCM8_U, /* 8-bit PCM, unsigned (0x80 = 0) */ coding_PCM8_U_int, /* 8-bit PCM, unsigned (0x80 = 0) with sample-level interleave (for blocks) */ coding_PCM8_SB, /* 8-bit PCM, sign bit (others are 2's complement) */ coding_PCM4, /* 4-bit PCM, signed */ coding_PCM4_U, /* 4-bit PCM, unsigned */ coding_ULAW, /* 8-bit u-Law (non-linear PCM) */ coding_ULAW_int, /* 8-bit u-Law (non-linear PCM) with sample-level interleave (for blocks) */ coding_ALAW, /* 8-bit a-Law (non-linear PCM) */ coding_PCMFLOAT, /* 32-bit float PCM */ coding_PCM24LE, /* 24-bit PCM */ /* ADPCM */ coding_CRI_ADX, /* CRI ADX */ coding_CRI_ADX_fixed, /* CRI ADX, encoding type 2 with fixed coefficients */ coding_CRI_ADX_exp, /* CRI ADX, encoding type 4 with exponential scale */ coding_CRI_ADX_enc_8, /* CRI ADX, type 8 encryption (God Hand) */ coding_CRI_ADX_enc_9, /* CRI ADX, type 9 encryption (PSO2) */ coding_NGC_DSP, /* Nintendo DSP ADPCM */ coding_NGC_DSP_subint, /* Nintendo DSP ADPCM with frame subinterframe */ coding_NGC_DTK, /* Nintendo DTK ADPCM (hardware disc), also called TRK or ADP */ coding_NGC_AFC, /* Nintendo AFC ADPCM */ coding_VADPCM, /* Silicon Graphics VADPCM */ coding_G721, /* CCITT G.721 */ coding_XA, /* CD-ROM XA 4-bit */ coding_XA8, /* CD-ROM XA 8-bit */ coding_XA_EA, /* EA's Saturn XA (not to be confused with EA-XA) */ coding_PSX, /* Sony PS ADPCM (VAG) */ coding_PSX_badflags, /* Sony PS ADPCM with custom flag byte */ coding_PSX_cfg, /* Sony PS ADPCM with configurable frame size (int math) */ coding_PSX_pivotal, /* Sony PS ADPCM with configurable frame size (float math) */ coding_HEVAG, /* Sony PSVita ADPCM */ coding_EA_XA, /* Electronic Arts EA-XA ADPCM v1 (stereo) aka "EA ADPCM" */ coding_EA_XA_int, /* Electronic Arts EA-XA ADPCM v1 (mono/interleave) */ coding_EA_XA_V2, /* Electronic Arts EA-XA ADPCM v2 */ coding_MAXIS_XA, /* Maxis EA-XA ADPCM */ coding_EA_XAS_V0, /* Electronic Arts EA-XAS ADPCM v0 */ coding_EA_XAS_V1, /* Electronic Arts EA-XAS ADPCM v1 */ coding_IMA, /* IMA ADPCM (stereo or mono, low nibble first) */ coding_IMA_int, /* IMA ADPCM (mono/interleave, low nibble first) */ coding_DVI_IMA, /* DVI IMA ADPCM (stereo or mono, high nibble first) */ coding_DVI_IMA_int, /* DVI IMA ADPCM (mono/interleave, high nibble first) */ coding_3DS_IMA, /* 3DS IMA ADPCM */ coding_SNDS_IMA, /* Heavy Iron Studios .snds IMA ADPCM */ coding_QD_IMA, coding_WV6_IMA, /* Gorilla Systems WV6 4-bit IMA ADPCM */ coding_ALP_IMA, /* High Voltage ALP 4-bit IMA ADPCM */ coding_FFTA2_IMA, /* Final Fantasy Tactics A2 4-bit IMA ADPCM */ coding_BLITZ_IMA, /* Blitz Games 4-bit IMA ADPCM */ coding_MS_IMA, /* Microsoft IMA ADPCM */ coding_XBOX_IMA, /* XBOX IMA ADPCM */ coding_XBOX_IMA_mch, /* XBOX IMA ADPCM (multichannel) */ coding_XBOX_IMA_int, /* XBOX IMA ADPCM (mono/interleave) */ coding_NDS_IMA, /* IMA ADPCM w/ NDS layout */ coding_DAT4_IMA, /* Eurocom 'DAT4' IMA ADPCM */ coding_RAD_IMA, /* Radical IMA ADPCM */ coding_RAD_IMA_mono, /* Radical IMA ADPCM (mono/interleave) */ coding_APPLE_IMA4, /* Apple Quicktime IMA4 */ coding_FSB_IMA, /* FMOD's FSB multichannel IMA ADPCM */ coding_WWISE_IMA, /* Audiokinetic Wwise IMA ADPCM */ coding_REF_IMA, /* Reflections IMA ADPCM */ coding_AWC_IMA, /* Rockstar AWC IMA ADPCM */ coding_UBI_IMA, /* Ubisoft IMA ADPCM */ coding_UBI_SCE_IMA, /* Ubisoft SCE IMA ADPCM */ coding_H4M_IMA, /* H4M IMA ADPCM (stereo or mono, high nibble first) */ coding_MTF_IMA, /* Capcom MT Framework IMA ADPCM */ coding_CD_IMA, /* Crystal Dynamics IMA ADPCM */ coding_MSADPCM, /* Microsoft ADPCM (stereo/mono) */ coding_MSADPCM_int, /* Microsoft ADPCM (mono) */ coding_MSADPCM_ck, /* Microsoft ADPCM (Cricket Audio variation) */ coding_WS, /* Westwood Studios VBR ADPCM */ coding_AICA, /* Yamaha AICA ADPCM (stereo) */ coding_AICA_int, /* Yamaha AICA ADPCM (mono/interleave) */ coding_CP_YM, /* Capcom's Yamaha ADPCM (stereo/mono) */ coding_ASKA, /* Aska ADPCM */ coding_NXAP, /* NXAP ADPCM */ coding_TGC, /* Tiger Game.com 4-bit ADPCM */ coding_NDS_PROCYON, /* Procyon Studio ADPCM */ coding_L5_555, /* Level-5 0x555 ADPCM */ coding_LSF, /* lsf ADPCM (Fastlane Street Racing iPhone)*/ coding_MTAF, /* Konami MTAF ADPCM */ coding_MTA2, /* Konami MTA2 ADPCM */ coding_MC3, /* Paradigm MC3 3-bit ADPCM */ coding_FADPCM, /* FMOD FADPCM 4-bit ADPCM */ coding_ASF, /* Argonaut ASF 4-bit ADPCM */ coding_DSA, /* Ocean DSA 4-bit ADPCM */ coding_XMD, /* Konami XMD 4-bit ADPCM */ coding_TANTALUS, /* Tantalus 4-bit ADPCM */ coding_PCFX, /* PC-FX 4-bit ADPCM */ coding_OKI16, /* OKI 4-bit ADPCM with 16-bit output and modified expand */ coding_OKI4S, /* OKI 4-bit ADPCM with 16-bit output and cuadruple step */ coding_PTADPCM, /* Platinum 4-bit ADPCM */ coding_IMUSE, /* LucasArts iMUSE Variable ADPCM */ coding_COMPRESSWAVE, /* CompressWave Huffman ADPCM */ /* others */ coding_SDX2, /* SDX2 2:1 Squareroot-Delta-Exact compression DPCM */ coding_SDX2_int, /* SDX2 2:1 Squareroot-Delta-Exact compression with sample-level interleave */ coding_CBD2, /* CBD2 2:1 Cuberoot-Delta-Exact compression DPCM */ coding_CBD2_int, /* CBD2 2:1 Cuberoot-Delta-Exact compression, with sample-level interleave */ coding_SASSC, /* Activision EXAKT SASSC 8-bit DPCM */ coding_DERF, /* DERF 8-bit DPCM */ coding_WADY, /* WADY 8-bit DPCM */ coding_NWA, /* VisualArt's NWA DPCM */ coding_ACM, /* InterPlay ACM */ coding_CIRCUS_ADPCM, /* Circus 8-bit ADPCM */ coding_UBI_ADPCM, /* Ubisoft 4/6-bit ADPCM */ coding_EA_MT, /* Electronic Arts MicroTalk (linear-predictive speech codec) */ coding_CIRCUS_VQ, /* Circus VQ */ coding_RELIC, /* Relic Codec (DCT-based) */ coding_CRI_HCA, /* CRI High Compression Audio (MDCT-based) */ coding_TAC, /* tri-Ace Codec (MDCT-based) */ #ifdef VGM_USE_VORBIS coding_OGG_VORBIS, /* Xiph Vorbis with Ogg layer (MDCT-based) */ coding_VORBIS_custom, /* Xiph Vorbis with custom layer (MDCT-based) */ #endif #ifdef VGM_USE_MPEG coding_MPEG_custom, /* MPEG audio with custom features (MDCT-based) */ coding_MPEG_ealayer3, /* EALayer3, custom MPEG frames */ coding_MPEG_layer1, /* MP1 MPEG audio (MDCT-based) */ coding_MPEG_layer2, /* MP2 MPEG audio (MDCT-based) */ coding_MPEG_layer3, /* MP3 MPEG audio (MDCT-based) */ #endif #ifdef VGM_USE_G7221 coding_G7221C, /* ITU G.722.1 annex C (Polycom Siren 14) */ #endif #ifdef VGM_USE_G719 coding_G719, /* ITU G.719 annex B (Polycom Siren 22) */ #endif #if defined(VGM_USE_MP4V2) && defined(VGM_USE_FDKAAC) coding_MP4_AAC, /* AAC (MDCT-based) */ #endif #ifdef VGM_USE_MAIATRAC3PLUS coding_AT3plus, /* Sony ATRAC3plus (MDCT-based) */ #endif #ifdef VGM_USE_ATRAC9 coding_ATRAC9, /* Sony ATRAC9 (MDCT-based) */ #endif #ifdef VGM_USE_CELT coding_CELT_FSB, /* Custom Xiph CELT (MDCT-based) */ #endif #ifdef VGM_USE_SPEEX coding_SPEEX, /* Custom Speex (CELP-based) */ #endif #ifdef VGM_USE_FFMPEG coding_FFmpeg, /* Formats handled by FFmpeg (ATRAC3, XMA, AC3, etc) */ #endif } 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 */ /* headered blocks */ layout_blocked_ast, layout_blocked_halpst, layout_blocked_xa, layout_blocked_ea_schl, layout_blocked_ea_1snh, layout_blocked_caf, layout_blocked_wsi, layout_blocked_str_snds, layout_blocked_ws_aud, layout_blocked_matx, layout_blocked_dec, layout_blocked_xvas, layout_blocked_vs, layout_blocked_mul, layout_blocked_gsb, layout_blocked_thp, layout_blocked_filp, layout_blocked_ea_swvr, layout_blocked_adm, layout_blocked_bdsp, layout_blocked_mxch, layout_blocked_ivaud, /* GTA IV .ivaud blocks */ layout_blocked_tra, /* DefJam Rapstar .tra blocks */ layout_blocked_ps2_iab, layout_blocked_vs_str, layout_blocked_rws, layout_blocked_hwas, layout_blocked_ea_sns, /* newest Electronic Arts blocks, found in SNS/SNU/SPS/etc formats */ layout_blocked_awc, /* Rockstar AWC */ layout_blocked_vgs, /* Guitar Hero II (PS2) */ layout_blocked_xwav, layout_blocked_xvag_subsong, /* XVAG subsongs [God of War III (PS4)] */ layout_blocked_ea_wve_au00, /* EA WVE au00 blocks */ layout_blocked_ea_wve_ad10, /* EA WVE Ad10 blocks */ layout_blocked_sthd, /* Dream Factory STHD */ layout_blocked_h4m, /* H4M video */ layout_blocked_xa_aiff, /* XA in AIFF files [Crusader: No Remorse (SAT), Road Rash (3DO)] */ layout_blocked_vs_square, layout_blocked_vid1, layout_blocked_ubi_sce, /* otherwise odd */ layout_segmented, /* song divided in segments (song sections) */ layout_layered, /* song divided in layers (song channels) */ } 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 { meta_SILENCE, meta_DSP_STD, /* Nintendo standard GC ADPCM (DSP) header */ meta_DSP_CSTR, /* Star Fox Assault "Cstr" */ meta_DSP_RS03, /* Retro: Metroid Prime 2 "RS03" */ meta_DSP_STM, /* Paper Mario 2 STM */ meta_AGSC, /* Retro: Metroid Prime 2 title */ meta_CSMP, /* Retro: Metroid Prime 3 (Wii), Donkey Kong Country Returns (Wii) */ meta_RFRM, /* Retro: Donkey Kong Country Tropical Freeze (Wii U) */ meta_DSP_MPDSP, /* Monopoly Party single header stereo */ meta_DSP_JETTERS, /* Bomberman Jetters .dsp */ meta_DSP_MSS, /* Free Radical GC games */ meta_DSP_GCM, /* some of Traveller's Tales games */ meta_DSP_STR, /* Conan .str files */ meta_DSP_SADB, /* .sad */ meta_DSP_WSI, /* .wsi */ meta_IDSP_TT, /* Traveller's Tales games */ meta_DSP_WII_MUS, /* .mus */ meta_DSP_WII_WSD, /* Phantom Brave (WII) */ meta_WII_NDP, /* Vertigo (Wii) */ meta_DSP_YGO, /* Konami: Yu-Gi-Oh! The Falsebound Kingdom (NGC), Hikaru no Go 3 (NGC) */ meta_STRM, /* Nintendo STRM */ meta_RSTM, /* Nintendo RSTM (Revolution Stream, 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_CWAV, /* contents of CWAR */ meta_FWAV, /* contents of FWAR */ meta_RSTM_SPM, /* RSTM with 44->22khz hack */ meta_THP, /* THP movie files */ meta_RSTM_shrunken, /* Atlus' mutant shortened RSTM */ meta_SWAV, meta_NDS_RRDS, /* Ridge Racer DS */ meta_WII_BNS, /* Wii BNS Banner Sound (similar to RSTM) */ meta_WIIU_BTSND, /* Wii U Boot Sound */ meta_ADX_03, /* CRI ADX "type 03" */ meta_ADX_04, /* CRI ADX "type 04" */ meta_ADX_05, /* CRI ADX "type 05" */ meta_AIX, /* CRI AIX */ meta_AAX, /* CRI AAX */ meta_UTF_DSP, /* CRI ADPCM_WII, like AAX with DSP */ meta_DTK, meta_RSF, meta_HALPST, /* HAL Labs HALPST */ meta_GCSW, /* GCSW (PCM) */ meta_CAF, /* tri-Crescendo CAF */ meta_MYSPD, /* U-Sing .myspd */ meta_HIS, /* Her Ineractive .his */ meta_BNSF, /* Bandai Namco Sound Format */ meta_XA, /* CD-ROM XA */ meta_ADS, meta_NPS, meta_RXWS, meta_RAW_INT, meta_EXST, meta_SVAG_KCET, meta_PS_HEADERLESS, /* headerless PS-ADPCM */ meta_MIB_MIH, meta_PS2_MIC, /* KOEI MIC File */ meta_PS2_VAGi, /* VAGi Interleaved File */ meta_PS2_VAGp, /* VAGp Mono File */ meta_PS2_pGAV, /* VAGp with Little Endian Header */ meta_PS2_VAGp_AAAP, /* Acclaim Austin Audio VAG header */ meta_SEB, meta_STR_WAV, /* Blitz Games STR+WAV files */ meta_ILD, meta_PS2_PNB, /* PsychoNauts Bgm File */ meta_VPK, /* VPK Audio File */ meta_PS2_BMDX, /* Beatmania thing */ meta_PS2_IVB, /* Langrisser 3 IVB */ meta_PS2_SND, /* some Might & Magics SSND header */ meta_SVS, /* Square SVS */ meta_XSS, /* Dino Crisis 3 */ meta_SL3, /* Test Drive Unlimited */ meta_HGC1, /* Knights of the Temple 2 */ meta_AUS, /* Various Capcom games */ meta_RWS, /* RenderWare games (only when using RW Audio middleware) */ meta_FSB1, /* FMOD Sample Bank, version 1 */ meta_FSB2, /* FMOD Sample Bank, version 2 */ meta_FSB3, /* FMOD Sample Bank, version 3.0/3.1 */ meta_FSB4, /* FMOD Sample Bank, version 4 */ meta_FSB5, /* FMOD Sample Bank, version 5 */ meta_RWX, /* Air Force Delta Storm (XBOX) */ meta_XWB, /* Microsoft XACT framework (Xbox, X360, Windows) */ meta_PS2_XA30, /* Driver - Parallel Lines (PS2) */ meta_MUSC, /* Krome PS2 games */ meta_MUSX, meta_LEG, /* Legaia 2 [no header_id] */ meta_FILP, /* Resident Evil - Dead Aim */ meta_IKM, meta_STER, 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_VSV, meta_SCD_PCM, /* Lunar - Eternal Blue */ meta_PS2_PCM, /* Konami KCEJ East: Ephemeral Fantasia, Yu-Gi-Oh! The Duelists of the Roses, 7 Blades */ meta_PS2_RKV, /* Legacy of Kain - Blood Omen 2 (PS2) */ 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_CAPDSP, /* Capcom DSP Header [no header_id] */ meta_DC_STR, /* SEGA Stream Asset Builder */ meta_DC_STR_V2, /* variant of SEGA Stream Asset Builder */ meta_NGC_BH2PCM, /* Bio Hazard 2 */ meta_SAP, 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_NUB, meta_IDSP_NL, /* Mario Strikers Charged (Wii) */ meta_IDSP_IE, /* Defencer (GC) */ meta_SPT_SPD, /* Various (SPT+SPT DSP) */ meta_ISH_ISD, /* Various (ISH+ISD DSP) */ meta_GSP_GSB, /* Tecmo games (Super Swing Golf 1 & 2, Quamtum Theory) */ meta_YDSP, /* WWE Day of Reckoning */ meta_FFCC_STR, /* Final Fantasy: Crystal Chronicles */ meta_UBI_JADE, /* Beyond Good & Evil, Rayman Raving Rabbids */ meta_GCA, /* Metal Slug Anthology */ meta_NGC_SSM, /* Golden Gashbell Full Power */ meta_PS2_JOE, /* Wall-E / Pixar games */ meta_NGC_YMF, /* WWE WrestleMania X8 */ meta_SADL, meta_PS2_CCC, /* Tokyo Xtreme Racer DRIFT 2 */ meta_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_RSD, meta_PS2_ASS, /* ASS */ meta_SEG, /* Eragon */ meta_NDS_STRM_FFTA2, /* Final Fantasy Tactics A2 */ meta_KNON, meta_ZWDSP, /* Zack and Wiki */ meta_VGS, /* Guitar Hero Encore - Rocks the 80s */ meta_DCS_WAV, meta_SMP, meta_WII_SNG, /* Excite Trucks */ meta_MUL, meta_SAT_BAKA, /* Crypt Killer */ meta_VSF, meta_PS2_VSF_TTA, /* Tiny Toon Adventures: Defenders of the Universe */ meta_ADS_MIDWAY, meta_PS2_SPS, /* Ape Escape 2 */ meta_PS2_XA2_RRP, /* RC Revenge Pro */ meta_NGC_DSP_KONAMI, /* Konami DSP header, found in various games */ meta_UBI_CKD, /* Ubisoft CKD RIFF header (Rayman Origins Wii) */ meta_RAW_WAVM, meta_WVS, meta_XBOX_MATX, /* XBOX MATX */ meta_XMU, meta_XVAS, meta_EA_SCHL, /* Electronic Arts SCHl with variable header */ meta_EA_SCHL_fixed, /* Electronic Arts SCHl with fixed header */ meta_EA_BNK, /* Electronic Arts BNK */ meta_EA_1SNH, /* Electronic Arts 1SNh/EACS */ meta_EA_EACS, meta_RAW_PCM, meta_GENH, /* generic header */ 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 */ meta_RIFF_WAVE, /* RIFF, for WAVs */ meta_RIFF_WAVE_POS, /* .wav + .pos for looping (Ys Complete PC) */ meta_RIFF_WAVE_labl, /* RIFF w/ loop Markers in LIST-adtl-labl */ meta_RIFF_WAVE_smpl, /* RIFF w/ loop data in smpl chunk */ meta_RIFF_WAVE_wsmp, /* RIFF w/ loop data in wsmp chunk */ meta_RIFF_WAVE_MWV, /* .mwv RIFF w/ loop data in ctrl chunk pflt */ meta_RIFX_WAVE, /* RIFX, for big-endian WAVs */ meta_RIFX_WAVE_smpl, /* RIFX w/ loop data in smpl chunk */ meta_XNB, /* XNA Game Studio 4.0 */ meta_PC_MXST, /* Lego Island MxSt */ meta_SAB, /* Worms 4 Mayhem SAB+SOB file */ meta_NWA, /* Visual Art's NWA */ meta_NWA_NWAINFOINI, /* Visual Art's NWA w/ NWAINFO.INI for looping */ meta_NWA_GAMEEXEINI, /* Visual Art's NWA w/ Gameexe.ini for looping */ meta_SAT_DVI, /* Konami KCE Nagoya DVI (SAT games) */ meta_DC_KCEY, /* Konami KCE Yokohama KCEYCOMP (DC games) */ meta_ACM, /* InterPlay ACM header */ meta_MUS_ACM, /* MUS playlist of InterPlay ACM files */ meta_DEC, /* Falcom PC games (Xanadu Next, Gurumin) */ meta_VS, /* Men in Black .vs */ meta_FFXI_BGW, /* FFXI (PC) BGW */ meta_FFXI_SPW, /* FFXI (PC) SPW */ meta_STS, meta_PS2_P2BT, /* Pop'n'Music 7 Audio File */ meta_PS2_GBTS, /* Pop'n'Music 9 Audio File */ meta_NGC_DSP_IADP, /* Gamecube Interleave DSP */ meta_PS2_TK5, /* Tekken 5 Stream Files */ meta_PS2_MCG, /* Gunvari MCG Files (was name .GCM on disk) */ meta_ZSD, /* Dragon Booster ZSD */ meta_REDSPARK, /* "RedSpark" RSD (MadWorld) */ meta_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_GCUB, 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_AST_MV, meta_AST_MMV, meta_DMSG, /* Nightcaster II - Equinox (XBOX) */ meta_NGC_DSP_AAAP, /* Turok: Evolution (NGC), Vexx (NGC) */ 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_P3D, /* Prototype P3D */ meta_PS2_TK1, /* Tekken (NamCollection) */ meta_NGC_RKV, /* Legacy of Kain - Blood Omen 2 (GC) */ 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_EA_SWVR, /* Future Cop L.A.P.D., Freekstyle */ 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 V (PS2) */ meta_LPCM_SHADE, meta_DSP_BDSP, /* Ah! My Goddess */ meta_PS2_VMS, /* Autobahn Raser - Police Madness */ meta_XAU, /* XPEC Entertainment (Beat Down (PS2 Xbox), Spectral Force Chronicle (PS2)) */ 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_SQEX_SCD, /* Square-Enix SCD */ meta_NGC_NST_DSP, /* Animaniacs [NGC] */ meta_BAF, /* Bizarre Creations (Blur, James Bond) */ meta_XVAG, /* Ratchet & Clank Future: Quest for Booty (PS3) */ meta_PS3_CPS, /* Eternal Sonata (PS3) */ meta_MSF, meta_PS3_PAST, /* Bakugan Battle Brawlers (PS3) */ meta_SGXD, /* Sony: Folklore, Genji, Tokyo Jungle (PS3), Brave Story, Kurohyo (PSP) */ meta_WII_RAS, /* Donkey Kong Country Returns (Wii) */ meta_SPM, meta_X360_TRA, /* Def Jam Rapstar */ meta_VGS_PS, meta_PS2_IAB, /* Ueki no Housoku - Taosu ze Robert Juudan!! (PS2) */ meta_VS_STR, /* The Bouncer */ meta_LSF_N1NJ4N, /* .lsf n1nj4n Fastlane Street Racing (iPhone) */ meta_XWAV, meta_RAW_SNDS, meta_PS2_WMUS, /* The Warriors (PS2) */ meta_HYPERSCAN_KVAG, /* Hyperscan KVAG/BVG */ meta_IOS_PSND, /* Crash Bandicoot Nitro Kart 2 (iOS) */ meta_BOS_ADP, meta_QD_ADP, meta_EB_SFX, /* Excitebots .sfx */ meta_EB_SF0, /* Excitebots .sf0 */ meta_MTAF, meta_PS2_VAG1, /* Metal Gear Solid 3 VAG1 */ meta_PS2_VAG2, /* Metal Gear Solid 3 VAG2 */ meta_TUN, /* LEGO Racers (PC) */ meta_WPD, /* Shuffle! (PC) */ meta_MN_STR, /* Mini Ninjas (PC/PS3/WII) */ meta_MSS, /* Guerilla: ShellShock Nam '67 (PS2/Xbox), Killzone (PS2) */ meta_PS2_HSF, /* Lowrider (PS2) */ meta_IVAG, meta_PS2_2PFS, /* Konami: Mahoromatic: Moetto - KiraKira Maid-San, GANTZ (PS2) */ meta_PS2_VBK, /* Disney's Stitch - Experiment 626 */ meta_OTM, /* Otomedius (Arcade) */ meta_CSTM, /* Nintendo 3DS CSTM (Century Stream) */ meta_FSTM, /* Nintendo Wii U FSTM (caFe? Stream) */ meta_IDSP_NAMCO, meta_KT_WIIBGM, /* Koei Tecmo WiiBGM */ meta_KTSS, /* Koei Tecmo Nintendo Stream (KNS) */ meta_MCA, /* Capcom MCA "MADP" */ meta_XB3D_ADX, /* Xenoblade Chronicles 3D ADX */ meta_HCA, /* CRI HCA */ meta_SVAG_SNK, meta_PS2_VDS_VDM, /* Graffiti Kingdom */ meta_FFMPEG, /* any file supported by FFmpeg */ meta_X360_CXS, /* Eternal Sonata (Xbox 360) */ meta_AKB, /* SQEX iOS */ meta_X360_PASX, /* Namco PASX (Soul Calibur II HD X360) */ meta_XMA_RIFF, /* Microsoft RIFF XMA */ meta_X360_AST, /* Dead Rising (X360) */ meta_WWISE_RIFF, /* Audiokinetic Wwise RIFF/RIFX */ meta_UBI_RAKI, /* Ubisoft RAKI header (Rayman Legends, Just Dance 2017) */ meta_SXD, /* Sony SXD (Gravity Rush, Freedom Wars PSV) */ meta_OGL, /* Shin'en Wii/WiiU (Jett Rocket (Wii), FAST Racing NEO (WiiU)) */ meta_MC3, /* Paradigm games (T3 PS2, MX Rider PS2, MI: Operation Surma PS2) */ meta_GTD, /* Knights Contract (X360/PS3), Valhalla Knights 3 (PSV) */ meta_TA_AAC, meta_MTA2, meta_NGC_ULW, /* Burnout 1 (GC only) */ meta_XA_XA30, meta_XA_04SW, meta_TXTH, /* generic text header */ meta_SK_AUD, /* Silicon Knights .AUD (Eternal Darkness GC) */ meta_AHX, /* CRI AHX header */ meta_STM, /* Angel Studios/Rockstar San Diego Games */ meta_BINK, /* RAD Game Tools BINK audio/video */ meta_EA_SNU, /* Electronic Arts SNU (Dead Space) */ meta_AWC, /* Rockstar AWC (GTA5, RDR) */ meta_OPUS, /* Nintendo Opus [Lego City Undercover (Switch)] */ meta_RAW_AL, meta_PC_AST, /* Dead Rising (PC) */ meta_NAAC, /* Namco AAC (3DS) */ meta_UBI_SB, /* Ubisoft banks */ meta_EZW, /* EZ2DJ (Arcade) EZWAV */ meta_VXN, /* Gameloft mobile games */ meta_EA_SNR_SNS, /* Electronic Arts SNR+SNS (Burnout Paradise) */ meta_EA_SPS, /* Electronic Arts SPS (Burnout Crash) */ meta_VID1, meta_PC_FLX, /* Ultima IX PC */ meta_MOGG, /* Harmonix Music Systems MOGG Vorbis */ meta_OGG_VORBIS, /* Ogg Vorbis */ meta_OGG_SLI, /* Ogg Vorbis file w/ companion .sli for looping */ meta_OPUS_SLI, /* Ogg Opus file w/ companion .sli for looping */ meta_OGG_SFL, /* Ogg Vorbis file w/ .sfl (RIFF SFPL) for looping */ meta_OGG_KOVS, /* Ogg Vorbis with header and encryption (Koei Tecmo Games) */ meta_OGG_encrypted, /* Ogg Vorbis with encryption */ meta_KMA9, /* Koei Tecmo [Nobunaga no Yabou - Souzou (Vita)] */ meta_XWC, /* Starbreeze games */ meta_SQEX_SAB, /* Square-Enix newest middleware (sound) */ meta_SQEX_MAB, /* Square-Enix newest middleware (music) */ meta_WAF, /* KID WAF [Ever 17 (PC)] */ meta_WAVE, /* EngineBlack games [Mighty Switch Force! (3DS)] */ meta_WAVE_segmented, /* EngineBlack games, segmented [Shantae and the Pirate's Curse (PC)] */ meta_SMV, /* Cho Aniki Zero (PSP) */ meta_NXAP, /* Nex Entertainment games [Time Crisis 4 (PS3), Time Crisis Razing Storm (PS3)] */ meta_EA_WVE_AU00, /* Electronic Arts PS movies [Future Cop - L.A.P.D. (PS), Supercross 2000 (PS)] */ meta_EA_WVE_AD10, /* Electronic Arts PS movies [Wing Commander 3/4 (PS)] */ meta_STHD, /* STHD .stx [Kakuto Chojin (Xbox)] */ meta_MP4, /* MP4/AAC */ meta_PCM_SRE, /* .PCM+SRE [Viewtiful Joe (PS2)] */ meta_DSP_MCADPCM, /* Skyrim (Switch) */ meta_UBI_LYN, /* Ubisoft LyN engine [The Adventures of Tintin (multi)] */ meta_MSB_MSH, /* sfx companion of MIH+MIB */ meta_TXTP, /* generic text playlist */ meta_SMC_SMH, /* Wangan Midnight (System 246) */ meta_PPST, /* PPST [Parappa the Rapper (PSP)] */ meta_SPS_N1, meta_UBI_BAO, /* Ubisoft BAO */ meta_DSP_SWITCH_AUDIO, /* Gal Gun 2 (Switch) */ meta_H4M, /* Hudson HVQM4 video [Resident Evil 0 (GC), Tales of Symphonia (GC)] */ meta_ASF, /* Argonaut ASF [Croc 2 (PC)] */ meta_XMD, /* Konami XMD [Silent Hill 4 (Xbox), Castlevania: Curse of Darkness (Xbox)] */ meta_CKS, /* Cricket Audio stream [Part Time UFO (Android), Mega Man 1-6 (Android)] */ meta_CKB, /* Cricket Audio bank [Fire Emblem Heroes (Android), Mega Man 1-6 (Android)] */ meta_WV6, /* Gorilla Systems PC games */ meta_WAVEBATCH, /* Firebrand Games */ meta_HD3_BD3, /* Sony PS3 bank */ meta_BNK_SONY, /* Sony Scream Tool bank */ meta_SCD_SSCF, /* Square Enix SCD old version */ meta_DSP_VAG, /* Penny-Punching Princess (Switch) sfx */ meta_DSP_ITL, /* Charinko Hero (GC) */ meta_A2M, /* Scooby-Doo! Unmasked (PS2) */ meta_AHV, /* Headhunter (PS2) */ meta_MSV, meta_SDF, meta_SVG, /* Hunter - The Reckoning - Wayward (PS2) */ meta_VIS, /* AirForce Delta Strike (PS2) */ meta_VAI, /* Ratatouille (GC) */ meta_AIF_ASOBO, /* Ratatouille (PC) */ meta_AO, /* Cloudphobia (PC) */ meta_APC, /* MegaRace 3 (PC) */ meta_WV2, /* Slave Zero (PC) */ meta_XAU_KONAMI, /* Yu-Gi-Oh - The Dawn of Destiny (Xbox) */ meta_DERF, /* Stupid Invaders (PC) */ meta_SADF, meta_UTK, meta_NXA, meta_ADPCM_CAPCOM, meta_UE4OPUS, meta_XWMA, meta_VA3, /* DDR Supernova 2 AC */ meta_XOPUS, meta_VS_SQUARE, meta_NWAV, meta_XPCM, meta_MSF_TAMASOFT, meta_XPS_DAT, meta_ZSND, meta_DSP_ADPY, meta_DSP_ADPX, meta_OGG_OPUS, meta_IMC, meta_GIN, meta_DSF, meta_208, meta_DSP_DS2, meta_MUS_VC, meta_STRM_ABYLIGHT, meta_MSF_KONAMI, meta_XWMA_KONAMI, meta_9TAV, meta_BWAV, meta_RAD, meta_SMACKER, meta_MZRT, meta_XAVS, meta_PSF, meta_DSP_ITL_i, meta_IMA, meta_XMV_VALVE, meta_UBI_HX, meta_BMP_KONAMI, meta_ISB, meta_XSSB, meta_XMA_UE3, meta_FWSE, meta_FDA, meta_TGC, meta_KWB, meta_LRMD, meta_WWISE_FX, meta_DIVA, meta_IMUSE, meta_KTSR, meta_KAT, meta_PCM_SUCCESS, meta_ADP_KONAMI, meta_SDRH, meta_WADY, meta_DSP_SQEX, meta_DSP_WIIVOICE, meta_SBK, meta_DSP_WIIADPCM, meta_DSP_CWAC, meta_COMPRESSWAVE, meta_KTAC, meta_MJB_MJH, meta_BSNF, meta_TAC, meta_IDSP_TOSE, meta_DSP_KWA, meta_OGV_3RDEYE, meta_PIFF_TPCM, meta_WXD_WXH, meta_BNK_RELIC, meta_XSH_XSD_XSS, meta_PSB, meta_LOPU_FB, meta_LPCM_FB, meta_WBK, meta_WBK_NSLB, meta_DSP_APEX, meta_MPEG, meta_SSPF, meta_S3V, } meta_t; /* standard WAVEFORMATEXTENSIBLE speaker positions */ typedef enum { speaker_FL = (1 << 0), /* front left */ speaker_FR = (1 << 1), /* front right */ speaker_FC = (1 << 2), /* front center */ speaker_LFE = (1 << 3), /* low frequency effects */ speaker_BL = (1 << 4), /* back left */ speaker_BR = (1 << 5), /* back right */ speaker_FLC = (1 << 6), /* front left center */ speaker_FRC = (1 << 7), /* front right center */ speaker_BC = (1 << 8), /* back center */ speaker_SL = (1 << 9), /* side left */ speaker_SR = (1 << 10), /* side right */ speaker_TC = (1 << 11), /* top center*/ speaker_TFL = (1 << 12), /* top front left */ speaker_TFC = (1 << 13), /* top front center */ speaker_TFR = (1 << 14), /* top front right */ speaker_TBL = (1 << 15), /* top back left */ speaker_TBC = (1 << 16), /* top back center */ speaker_TBR = (1 << 17), /* top back left */ } speaker_t; /* typical mappings that metas may use to set channel_layout (but plugin must actually use it) * (in order, so 3ch file could be mapped to FL FR FC or FL FR LFE but not LFE FL FR) * not too sure about names but no clear standards */ typedef enum { mapping_MONO = speaker_FC, mapping_STEREO = speaker_FL | speaker_FR, mapping_2POINT1 = speaker_FL | speaker_FR | speaker_LFE, mapping_2POINT1_xiph = speaker_FL | speaker_FR | speaker_FC, /* aka 3STEREO? */ mapping_QUAD = speaker_FL | speaker_FR | speaker_BL | speaker_BR, mapping_QUAD_surround = speaker_FL | speaker_FR | speaker_FC | speaker_BC, mapping_QUAD_side = speaker_FL | speaker_FR | speaker_SL | speaker_SR, mapping_5POINT0 = speaker_FL | speaker_FR | speaker_LFE | speaker_BL | speaker_BR, mapping_5POINT0_xiph = speaker_FL | speaker_FR | speaker_FC | speaker_BL | speaker_BR, mapping_5POINT0_surround = speaker_FL | speaker_FR | speaker_FC | speaker_SL | speaker_SR, mapping_5POINT1 = speaker_FL | speaker_FR | speaker_FC | speaker_LFE | speaker_BL | speaker_BR, mapping_5POINT1_surround = speaker_FL | speaker_FR | speaker_FC | speaker_LFE | speaker_SL | speaker_SR, mapping_7POINT0 = speaker_FL | speaker_FR | speaker_FC | speaker_LFE | speaker_BC | speaker_FLC | speaker_FRC, mapping_7POINT1 = speaker_FL | speaker_FR | speaker_FC | speaker_LFE | speaker_BL | speaker_BR | speaker_FLC | speaker_FRC, mapping_7POINT1_surround = speaker_FL | speaker_FR | speaker_FC | speaker_LFE | speaker_BL | speaker_BR | speaker_SL | speaker_SR, } mapping_t; typedef struct { int config_set; /* some of the mods below are set */ /* modifiers */ int play_forever; int ignore_loop; int force_loop; int really_force_loop; int ignore_fade; /* processing */ double loop_count; int32_t pad_begin; int32_t trim_begin; int32_t body_time; int32_t trim_end; double fade_delay; /* not in samples for backwards compatibility */ double fade_time; int32_t pad_end; double pad_begin_s; double trim_begin_s; double body_time_s; double trim_end_s; //double fade_delay_s; //double fade_time_s; double pad_end_s; /* internal flags */ int pad_begin_set; int trim_begin_set; int body_time_set; int loop_count_set; int trim_end_set; int fade_delay_set; int fade_time_set; int pad_end_set; /* for lack of a better place... */ int is_txtp; int is_mini_txtp; } play_config_t; typedef struct { int input_channels; int output_channels; int32_t pad_begin_duration; int32_t pad_begin_left; int32_t trim_begin_duration; int32_t trim_begin_left; int32_t body_duration; int32_t fade_duration; int32_t fade_left; int32_t fade_start; int32_t pad_end_duration; //int32_t pad_end_left; int32_t pad_end_start; int32_t play_duration; /* total samples that the stream lasts (after applying all config) */ int32_t play_position; /* absolute sample where stream is */ } play_state_t; /* info for a single vgmstream channel */ 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]; /* formats with decode coefficients built in (DSP, some ADX) */ int32_t adpcm_coef_3by32[0x60]; /* Level-5 0x555 */ int16_t vadpcm_coefs[8*2*8]; /* VADPCM: max 8 groups * max 2 order * fixed 8 subframe coefs */ 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; }; union { int16_t adpcm_history4_16; int32_t adpcm_history4_32; }; //double adpcm_history1_double; //double adpcm_history2_double; int adpcm_step_index; /* for IMA */ int adpcm_scale; /* for MS ADPCM */ /* state for G.721 decoder, sort of big but we might as well keep it around */ struct g72x_state g72x_state; /* ADX encryption */ int adx_channels; uint16_t adx_xor; uint16_t adx_mult; uint16_t adx_add; } VGMSTREAMCHANNEL; /* main vgmstream info */ typedef struct { /* basic config */ int32_t num_samples; /* the actual max number of samples */ 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 */ meta_t meta_type; /* type of metadata */ /* loopin config */ 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) */ /* layouts/block config */ size_t interleave_block_size; /* interleave, or block/frame size (depending on the codec) */ size_t interleave_first_block_size; /* different interleave for first block */ size_t interleave_first_skip; /* data skipped before interleave first (needed to skip other channels) */ size_t interleave_last_block_size; /* smaller interleave for last block */ size_t frame_size; /* for codecs with configurable size */ /* subsong config */ int num_streams; /* for multi-stream formats (0=not set/one stream, 1=one stream) */ int stream_index; /* selected subsong (also 1-based) */ size_t stream_size; /* info to properly calculate bitrate in case of subsongs */ char stream_name[STREAM_NAME_SIZE]; /* name of the current stream (info), if the file stores it and it's filled */ /* mapping config (info for plugins) */ uint32_t channel_layout; /* order: FL FR FC LFE BL BR FLC FRC BC SL SR etc (WAVEFORMATEX flags where FL=lowest bit set) */ /* other config */ int allow_dual_stereo; /* search for dual stereo (file_L.ext + file_R.ext = single stereo file) */ /* layout/block state */ size_t full_block_size; /* actual data size of an entire block (ie. may be fixed, include padding/headers, etc) */ int32_t current_sample; /* sample point within the file (for loop detection) */ int32_t samples_into_block; /* number of samples into the current block/interleave/segment/etc */ off_t current_block_offset; /* start of this block (offset of block header) */ size_t current_block_size; /* size in usable bytes of the block we're in now (used to calculate num_samples per block) */ int32_t current_block_samples; /* size in samples of the block we're in now (used over current_block_size if possible) */ off_t next_block_offset; /* offset of header of the next block */ /* loop state (saved when loop is hit to restore later) */ int32_t loop_current_sample; /* saved from current_sample (same as loop_start_sample, but more state-like) */ 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 */ int32_t loop_block_samples; /* saved from current_block_samples */ off_t loop_next_block_offset; /* saved from next_block_offset */ int hit_loop; /* save config when loop is hit, but first time only */ /* decoder config/state */ int codec_endian; /* little/big endian marker; name is left vague but usually means big endian */ int codec_config; /* flags for codecs or layouts with minor variations; meaning is up to them */ int32_t ws_output_size; /* WS ADPCM: output bytes for this block */ /* main state */ VGMSTREAMCHANNEL* ch; /* array of channels */ VGMSTREAMCHANNEL* start_ch; /* shallow copy of channels as they were at the beginning of the stream (for resets) */ VGMSTREAMCHANNEL* loop_ch; /* shallow copy of channels as they were at the loop point (for loops) */ void* start_vgmstream; /* shallow copy of the VGMSTREAM as it was at the beginning of the stream (for resets) */ void* mixing_data; /* state for mixing effects */ /* Optional data the codec needs for the whole stream. This is for codecs too * different from vgmstream's structure to be reasonably shoehorned. * 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; /* Same, for special layouts. layout_data + codec_data may exist at the same time. */ void* layout_data; /* play config/state */ int config_enabled; /* config can be used */ play_config_t config; /* player config (applied over decoding) */ play_state_t pstate; /* player state (applied over decoding) */ int loop_count; /* counter of complete loops (1=looped once) */ int loop_target; /* max loops before continuing with the stream end (loops forever if not set) */ sample_t* tmpbuf; /* garbage buffer used for seeking/trimming */ size_t tmpbuf_size; /* for all channels (samples = tmpbuf_size / channels) */ } VGMSTREAM; /* for files made of "continuous" segments, one per section of a song (using a complete sub-VGMSTREAM) */ typedef struct { int segment_count; VGMSTREAM** segments; int current_segment; sample_t* buffer; int input_channels; /* internal buffer channels */ int output_channels; /* resulting channels (after mixing, if applied) */ int mixed_channels; /* segments have different number of channels */ } segmented_layout_data; /* for files made of "parallel" layers, one per group of channels (using a complete sub-VGMSTREAM) */ typedef struct { int layer_count; VGMSTREAM** layers; sample_t* buffer; int input_channels; /* internal buffer channels */ int output_channels; /* resulting channels (after mixing, if applied) */ int external_looping; /* don't loop using per-layer loops, but layout's own looping */ } layered_layout_data; /* libacm interface */ typedef struct { STREAMFILE* streamfile; void* handle; void* io_config; } acm_codec_data; #if defined(VGM_USE_MP4V2) && defined(VGM_USE_FDKAAC) typedef struct { STREAMFILE* streamfile; uint64_t start; uint64_t offset; uint64_t size; } mp4_streamfile; typedef struct { mp4_streamfile if_file; MP4FileHandle h_mp4file; MP4TrackId track_id; unsigned long sampleId, numSamples; UINT codec_init_data_size; HANDLE_AACDECODER h_aacdecoder; unsigned int sample_ptr, samples_per_frame, samples_discard; INT_PCM sample_buffer[( (6) * (2048)*4 )]; } mp4_aac_codec_data; #endif // VGMStream description in structure format typedef struct { int sample_rate; int channels; struct mixing_info { int input_channels; int output_channels; } mixing_info; int channel_layout; struct loop_info { int start; int end; } loop_info; size_t num_samples; char encoding[128]; char layout[128]; struct interleave_info { int value; int first_block; int last_block; } interleave_info; int frame_size; char metadata[128]; int bitrate; struct stream_info { int current; int total; char name[128]; } stream_info; } vgmstream_info; /* -------------------------------------------------------------------------*/ /* vgmstream "public" API */ /* -------------------------------------------------------------------------*/ /* do format detection, return pointer to a usable VGMSTREAM, or NULL on failure */ VGMSTREAM* init_vgmstream(const char* const filename); /* init with custom IO via streamfile */ VGMSTREAM* init_vgmstream_from_STREAMFILE(STREAMFILE* sf); /* reset a VGMSTREAM to start of stream */ void reset_vgmstream(VGMSTREAM* vgmstream); /* close an open vgmstream */ 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); /* Decode data into sample buffer. Returns < sample_count on stream end */ int render_vgmstream(sample_t* buffer, int32_t sample_count, VGMSTREAM* vgmstream); /* Seek to sample position (next render starts from that point). Use only after config is set (vgmstream_apply_config) */ void seek_vgmstream(VGMSTREAM* vgmstream, int32_t seek_sample); /* 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); void describe_vgmstream_info(VGMSTREAM* vgmstream, vgmstream_info* desc); /* Return the average bitrate in bps of all unique files contained within this stream. */ int get_vgmstream_average_bitrate(VGMSTREAM* vgmstream); /* List supported formats and return elements in the list, for plugins that need to know. * The list disables some common formats that may conflict (.wav, .ogg, etc). */ const char** vgmstream_get_formats(size_t* size); /* same, but for common-but-disabled formats in the above list. */ const char** vgmstream_get_common_formats(size_t* size); /* Force enable/disable internal looping. Should be done before playing anything (or after reset), * and not all codecs support arbitrary loop values ATM. */ void vgmstream_force_loop(VGMSTREAM* vgmstream, int loop_flag, int loop_start_sample, int loop_end_sample); /* Set number of max loops to do, then play up to stream end (for songs with proper endings) */ void vgmstream_set_loop_target(VGMSTREAM* vgmstream, int loop_target); /* Return 1 if vgmstream detects from the filename that said file can be used even if doesn't physically exist */ int vgmstream_is_virtual_filename(const char* filename); /* -------------------------------------------------------------------------*/ /* vgmstream "private" API */ /* -------------------------------------------------------------------------*/ /* Allocate initial memory for the VGMSTREAM */ VGMSTREAM* allocate_vgmstream(int channel_count, int looped); /* Prepare the VGMSTREAM's initial state once parsed and ready, but before playing. */ void setup_vgmstream(VGMSTREAM* vgmstream); /* Open the stream for reading at offset (taking into account layouts, channels and so on). * Returns 0 on failure */ int vgmstream_open_stream(VGMSTREAM* vgmstream, STREAMFILE* sf, off_t start_offset); int vgmstream_open_stream_bf(VGMSTREAM* vgmstream, STREAMFILE* sf, off_t start_offset, int force_multibuffer); /* Get description info */ void get_vgmstream_coding_description(VGMSTREAM* vgmstream, char* out, size_t out_size); void get_vgmstream_layout_description(VGMSTREAM* vgmstream, char* out, size_t out_size); void get_vgmstream_meta_description(VGMSTREAM* vgmstream, char* out, size_t out_size); void setup_state_vgmstream(VGMSTREAM* vgmstream); #endif