#include "meta.h" #include "../coding/coding.h" #include "../layout/layout.h" #include "fsb_interleave_streamfile.h" /* ************************************************************************************************ * FSB defines, copied from the public spec (https://www.fmod.org/questions/question/forum-4928/) * for reference. The format is mostly compatible for FSB1/2/3/4, but not FSB5. * ************************************************************************************************ */ /* These flags are used for FMOD_FSB_HEADER::mode */ #define FMOD_FSB_SOURCE_FORMAT 0x00000001 /* all samples stored in their original compressed format */ #define FMOD_FSB_SOURCE_BASICHEADERS 0x00000002 /* samples should use the basic header structure */ #define FMOD_FSB_SOURCE_ENCRYPTED 0x00000004 /* all sample data is encrypted */ #define FMOD_FSB_SOURCE_BIGENDIANPCM 0x00000008 /* pcm samples have been written out in big-endian format */ #define FMOD_FSB_SOURCE_NOTINTERLEAVED 0x00000010 /* Sample data is not interleaved. */ #define FMOD_FSB_SOURCE_MPEG_PADDED 0x00000020 /* Mpeg frames are now rounded up to the nearest 2 bytes for normal sounds, or 16 bytes for multichannel. */ #define FMOD_FSB_SOURCE_MPEG_PADDED4 0x00000040 /* Mpeg frames are now rounded up to the nearest 4 bytes for normal sounds, or 16 bytes for multichannel. */ /* These flags are used for FMOD_FSB_HEADER::version */ #define FMOD_FSB_VERSION_3_0 0x00030000 /* FSB version 3.0 */ #define FMOD_FSB_VERSION_3_1 0x00030001 /* FSB version 3.1 */ #define FMOD_FSB_VERSION_4_0 0x00040000 /* FSB version 4.0 */ /* FMOD 3 defines. These flags are used for FMOD_FSB_SAMPLE_HEADER::mode */ #define FSOUND_LOOP_OFF 0x00000001 /* For non looping samples. */ #define FSOUND_LOOP_NORMAL 0x00000002 /* For forward looping samples. */ #define FSOUND_LOOP_BIDI 0x00000004 /* For bidirectional looping samples. (no effect if in hardware). */ #define FSOUND_8BITS 0x00000008 /* For 8 bit samples. */ #define FSOUND_16BITS 0x00000010 /* For 16 bit samples. */ #define FSOUND_MONO 0x00000020 /* For mono samples. */ #define FSOUND_STEREO 0x00000040 /* For stereo samples. */ #define FSOUND_UNSIGNED 0x00000080 /* For user created source data containing unsigned samples. */ #define FSOUND_SIGNED 0x00000100 /* For user created source data containing signed data. */ #define FSOUND_MPEG 0x00000200 /* For MPEG layer 2/3 data. */ #define FSOUND_CHANNELMODE_ALLMONO 0x00000400 /* Sample is a collection of mono channels. */ #define FSOUND_CHANNELMODE_ALLSTEREO 0x00000800 /* Sample is a collection of stereo channel pairs */ #define FSOUND_HW3D 0x00001000 /* Attempts to make samples use 3d hardware acceleration. (if the card supports it) */ #define FSOUND_2D 0x00002000 /* Tells software (not hardware) based sample not to be included in 3d processing. */ #define FSOUND_SYNCPOINTS_NONAMES 0x00004000 /* Specifies that syncpoints are present with no names */ #define FSOUND_DUPLICATE 0x00008000 /* This subsound is a duplicate of the previous one i.e. it uses the same sample data but w/different mode bits */ #define FSOUND_CHANNELMODE_PROTOOLS 0x00010000 /* Sample is 6ch and uses L C R LS RS LFE standard. */ #define FSOUND_MPEGACCURATE 0x00020000 /* For FSOUND_Stream_Open - for accurate FSOUND_Stream_GetLengthMs/FSOUND_Stream_SetTime. WARNING, see FSOUND_Stream_Open for inital opening time performance issues. */ #define FSOUND_HW2D 0x00080000 /* 2D hardware sounds. allows hardware specific effects */ #define FSOUND_3D 0x00100000 /* 3D software sounds */ #define FSOUND_32BITS 0x00200000 /* For 32 bit (float) samples. */ #define FSOUND_IMAADPCM 0x00400000 /* Contents are stored compressed as IMA ADPCM */ #define FSOUND_VAG 0x00800000 /* For PS2 only - Contents are compressed as Sony VAG format */ #define FSOUND_XMA 0x01000000 /* For Xbox360 only - Contents are compressed as XMA format */ #define FSOUND_GCADPCM 0x02000000 /* For Gamecube only - Contents are compressed as Gamecube DSP-ADPCM format */ #define FSOUND_MULTICHANNEL 0x04000000 /* For PS2 and Gamecube only - Contents are interleaved into a multi-channel (more than stereo) format */ #define FSOUND_OGG 0x08000000 /* For vorbis encoded ogg data */ #define FSOUND_CELT 0x08000000 /* For vorbis encoded ogg data */ #define FSOUND_MPEG_LAYER3 0x10000000 /* Data is in MP3 format. */ #define FSOUND_MPEG_LAYER2 0x00040000 /* Data is in MP2 format. */ #define FSOUND_LOADMEMORYIOP 0x20000000 /* For PS2 only - "name" will be interpreted as a pointer to data for streaming and samples. The address provided will be an IOP address */ #define FSOUND_IMAADPCMSTEREO 0x20000000 /* Signify IMA ADPCM is actually stereo not two interleaved mono */ #define FSOUND_IGNORETAGS 0x40000000 /* Skips id3v2 etc tag checks when opening a stream, to reduce seek/read overhead when opening files (helps with CD performance) */ #define FSOUND_SYNCPOINTS 0x80000000 /* Specifies that syncpoints are present */ /* These flags are used for FMOD_FSB_SAMPLE_HEADER::mode */ #define FSOUND_CHANNELMODE_MASK (FSOUND_CHANNELMODE_ALLMONO | FSOUND_CHANNELMODE_ALLSTEREO | FSOUND_CHANNELMODE_PROTOOLS) #define FSOUND_CHANNELMODE_DEFAULT 0x00000000 /* Determine channel assignment automatically from channel count. */ #define FSOUND_CHANNELMODE_RESERVED 0x00000C00 #define FSOUND_NORMAL (FSOUND_16BITS | FSOUND_SIGNED | FSOUND_MONO) #define FSB_SAMPLE_DATA_ALIGN 32 /* simplified struct based on the original definitions */ typedef enum { MPEG, IMA, PSX, XMA2, DSP, CELT, PCM8, PCM16 } fsb_codec_t; typedef struct { /* main header */ uint32_t id; int32_t total_subsongs; uint32_t sample_headers_size; /* all of them including extended information */ uint32_t sample_data_size; uint32_t version; /* extended fsb version (in FSB 3/3.1/4) */ uint32_t flags; /* flags common to all streams (in FSB 3/3.1/4)*/ /* sample header */ uint32_t num_samples; uint32_t stream_size; uint32_t loop_start; uint32_t loop_end; uint32_t mode; int32_t sample_rate; uint16_t channels; /* extra */ uint32_t base_header_size; uint32_t sample_header_min; off_t extradata_offset; off_t first_extradata_offset; meta_t meta_type; off_t name_offset; size_t name_size; int loop_flag; off_t stream_offset; fsb_codec_t codec; } fsb_header; /* ********************************************************************************** */ static layered_layout_data* build_layered_fsb_celt(STREAMFILE *streamFile, fsb_header* fsb, int is_new_lib); /* FSB1~4 - from games using FMOD audio middleware */ VGMSTREAM * init_vgmstream_fsb(STREAMFILE *streamFile) { VGMSTREAM * vgmstream = NULL; int target_subsong = streamFile->stream_index; fsb_header fsb = {0}; /* checks * .fsb: standard * .bnk: Hard Corps Uprising (PS3) */ if ( !check_extensions(streamFile, "fsb,bnk") ) goto fail; /* check header */ fsb.id = read_32bitBE(0x00,streamFile); if (fsb.id == 0x46534231) { /* "FSB1" (somewhat different from other fsbs) */ fsb.meta_type = meta_FSB1; fsb.base_header_size = 0x10; fsb.sample_header_min = 0x40; /* main header */ fsb.total_subsongs = read_32bitLE(0x04,streamFile); fsb.sample_data_size = read_32bitLE(0x08,streamFile); fsb.sample_headers_size = 0x40; fsb.version = 0; fsb.flags = 0; if (fsb.total_subsongs > 1) goto fail; /* sample header (first stream only, not sure if there are multi-FSB1) */ { off_t header_offset = fsb.base_header_size; fsb.name_offset = header_offset; fsb.name_size = 0x20; fsb.num_samples = read_32bitLE(header_offset+0x20,streamFile); fsb.stream_size = read_32bitLE(header_offset+0x24,streamFile); fsb.sample_rate = read_32bitLE(header_offset+0x28,streamFile); /* 0x2c:? 0x2e:? 0x30:? 0x32:? */ fsb.mode = read_32bitLE(header_offset+0x34,streamFile); fsb.loop_start = read_32bitLE(header_offset+0x38,streamFile); fsb.loop_end = read_32bitLE(header_offset+0x3c,streamFile); VGM_ASSERT(fsb.loop_end > fsb.num_samples, "FSB: loop end over samples (%i vs %i)\n", fsb.loop_end, fsb.num_samples); fsb.channels = (fsb.mode & FSOUND_STEREO) ? 2 : 1; if (fsb.loop_end > fsb.num_samples) /* this seems common... */ fsb.num_samples = fsb.loop_end; /* DSP coefs, seek tables, etc */ fsb.extradata_offset = header_offset+fsb.sample_header_min; fsb.stream_offset = fsb.base_header_size + fsb.sample_headers_size; } } else { /* other FSBs (common/extended format) */ if (fsb.id == 0x46534232) { /* "FSB2" */ fsb.meta_type = meta_FSB2; fsb.base_header_size = 0x10; fsb.sample_header_min = 0x40; /* guessed */ } else if (fsb.id == 0x46534233) { /* "FSB3" */ fsb.meta_type = meta_FSB3; fsb.base_header_size = 0x18; fsb.sample_header_min = 0x40; } else if (fsb.id == 0x46534234) { /* "FSB4" */ fsb.meta_type = meta_FSB4; fsb.base_header_size = 0x30; fsb.sample_header_min = 0x50; } else { goto fail; } /* main header */ fsb.total_subsongs = read_32bitLE(0x04,streamFile); fsb.sample_headers_size = read_32bitLE(0x08,streamFile); fsb.sample_data_size = read_32bitLE(0x0c,streamFile); if (fsb.base_header_size > 0x10) { fsb.version = read_32bitLE(0x10,streamFile); fsb.flags = read_32bitLE(0x14,streamFile); /* FSB4: 0x18(8):hash 0x20(10):guid */ } else { fsb.version = 0; fsb.flags = 0; } if (fsb.version == FMOD_FSB_VERSION_3_1) { fsb.sample_header_min = 0x50; } else if (fsb.version != 0 /* FSB2 */ && fsb.version != FMOD_FSB_VERSION_3_0 && fsb.version != FMOD_FSB_VERSION_4_0) { goto fail; } if (fsb.sample_headers_size < fsb.sample_header_min) goto fail; if (target_subsong == 0) target_subsong = 1; if (target_subsong < 0 || target_subsong > fsb.total_subsongs || fsb.total_subsongs < 1) goto fail; /* sample header (N-stream) */ { int i; off_t header_offset = fsb.base_header_size; off_t data_offset = fsb.base_header_size + fsb.sample_headers_size; /* find target_stream header (variable sized) */ for (i = 0; i < fsb.total_subsongs; i++) { size_t stream_header_size; if ((fsb.flags & FMOD_FSB_SOURCE_BASICHEADERS) && i > 0) { /* miniheader, all subsongs reuse first header [rare, ex. Biker Mice from Mars (PS2)] */ stream_header_size = 0x08; fsb.num_samples = read_32bitLE(header_offset+0x00,streamFile); fsb.stream_size = read_32bitLE(header_offset+0x04,streamFile); fsb.loop_start = 0; fsb.loop_end = 0; } else { /* subsong header for normal files */ stream_header_size = (uint16_t)read_16bitLE(header_offset+0x00,streamFile); fsb.name_offset = header_offset+0x02; fsb.name_size = 0x20-0x02; fsb.num_samples = read_32bitLE(header_offset+0x20,streamFile); fsb.stream_size = read_32bitLE(header_offset+0x24,streamFile); fsb.loop_start = read_32bitLE(header_offset+0x28,streamFile); fsb.loop_end = read_32bitLE(header_offset+0x2c,streamFile); fsb.mode = read_32bitLE(header_offset+0x30,streamFile); fsb.sample_rate = read_32bitLE(header_offset+0x34,streamFile); /* 0x38: defvol, 0x3a: defpan, 0x3c: defpri */ fsb.channels = read_16bitLE(header_offset+0x3e,streamFile); /* FSB3.1/4: * 0x40: mindistance, 0x44: maxdistance, 0x48: varfreq/size_32bits * 0x4c: varvol, 0x4e: fsb.varpan */ /* DSP coefs, seek tables, etc */ if (stream_header_size > fsb.sample_header_min) { fsb.extradata_offset = header_offset+fsb.sample_header_min; if (fsb.first_extradata_offset == 0) fsb.first_extradata_offset = fsb.extradata_offset; } } if (i+1 == target_subsong) /* final data_offset found */ break; header_offset += stream_header_size; data_offset += fsb.stream_size; /* there is no offset so manually count */ /* some subsongs offsets need padding (most FSOUND_IMAADPCM, few MPEG too [Hard Reset (PC) subsong 5]) * other codecs may set PADDED4 (ex. XMA) but don't seem to need it and work fine */ if (fsb.flags & FMOD_FSB_SOURCE_MPEG_PADDED4) { if (data_offset % 0x20) data_offset += 0x20 - (data_offset % 0x20); } } if (i > fsb.total_subsongs) goto fail; /* not found */ fsb.stream_offset = data_offset; } } /* convert to clean some code */ if (fsb.mode & FSOUND_MPEG) fsb.codec = MPEG; else if (fsb.mode & FSOUND_IMAADPCM) fsb.codec = IMA; else if (fsb.mode & FSOUND_VAG) fsb.codec = PSX; else if (fsb.mode & FSOUND_XMA) fsb.codec = XMA2; else if (fsb.mode & FSOUND_GCADPCM) fsb.codec = DSP; else if (fsb.mode & FSOUND_CELT) fsb.codec = CELT; else if (fsb.mode & FSOUND_8BITS) fsb.codec = PCM8; else fsb.codec = PCM16; /* correct compared to FMOD's tools */ if (fsb.loop_end) fsb.loop_end += 1; /* ping-pong looping = no looping? (forward > reverse > forward) [ex. Biker Mice from Mars (PS2)] */ VGM_ASSERT(fsb.mode & FSOUND_LOOP_BIDI, "FSB BIDI looping found\n"); VGM_ASSERT(fsb.mode & FSOUND_LOOP_OFF, "FSB LOOP OFF found\n"); /* sometimes used */ VGM_ASSERT(fsb.mode & FSOUND_LOOP_NORMAL, "FSB LOOP NORMAL found\n"); /* very rarely set */ /* XOR encryption for some FSB4, though the flag is only seen after decrypting */ //;VGM_ASSERT(fsb.flags & FMOD_FSB_SOURCE_ENCRYPTED, "FSB ENCRYPTED found\n"); /* sometimes there is garbage at the end or missing bytes due to improper ripping */ VGM_ASSERT(fsb.base_header_size + fsb.sample_headers_size + fsb.sample_data_size != streamFile->get_size(streamFile), "FSB wrong head/data_size found (expected 0x%x vs 0x%x)\n", fsb.base_header_size + fsb.sample_headers_size + fsb.sample_data_size, streamFile->get_size(streamFile)); /* autodetect unwanted loops */ { /* FMOD tool's default behaviour is creating files with full loops and no flags unless disabled * manually (can be overriden during program too), for all FSB versions. This makes jingles/sfx/voices * loop when they shouldn't, but most music does full loops seamlessly, so we only want to disable * if it looks jingly enough. Incidentally, their tools can only make files with full loops. */ int enable_loop, full_loop, is_small; /* seems to mean forced loop */ enable_loop = (fsb.mode & FSOUND_LOOP_NORMAL); /* for MPEG and CELT sometimes full loops are given with around/exact 1 frame less than num_samples, * probably to account for encoder/decoder delay (ex. The Witcher 2, Hard Reset, Timeshift) */ if (fsb.codec == CELT) full_loop = fsb.loop_start == 0 && fsb.loop_end >= fsb.num_samples - 512; /* maybe around 300? */ else if (fsb.codec == MPEG) full_loop = fsb.loop_start == 0 && fsb.loop_end >= fsb.num_samples - 1152; else full_loop = fsb.loop_start == 0 && fsb.loop_end == fsb.num_samples; /* in seconds (lame but no better way) */ is_small = fsb.num_samples < 20 * fsb.sample_rate; //;VGM_LOG("FSB loop start=%i, loop end=%i, samples=%i, mode=%x\n", fsb.loop_start, fsb.loop_end, fsb.num_samples, fsb.mode); //;VGM_LOG("FSB: enable=%i, full=%i, small=%i\n",enable_loop,full_loop,is_small ); fsb.loop_flag = !(fsb.mode & FSOUND_LOOP_OFF); /* disabled manually */ if (fsb.loop_flag && !enable_loop && full_loop && is_small) { VGM_LOG("FSB: disable unwanted loop\n"); fsb.loop_flag = 0; } } /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(fsb.channels,fsb.loop_flag); if (!vgmstream) goto fail; vgmstream->sample_rate = fsb.sample_rate; vgmstream->num_samples = fsb.num_samples; vgmstream->loop_start_sample = fsb.loop_start; vgmstream->loop_end_sample = fsb.loop_end; vgmstream->num_streams = fsb.total_subsongs; vgmstream->stream_size = fsb.stream_size; vgmstream->meta_type = fsb.meta_type; if (fsb.name_offset) read_string(vgmstream->stream_name,fsb.name_size+1, fsb.name_offset,streamFile); switch(fsb.codec) { #ifdef VGM_USE_MPEG case MPEG: { /* FSB4: Shatter (PS3), Way of the Samurai 3/4 (PS3) */ mpeg_custom_config cfg = {0}; cfg.fsb_padding = (vgmstream->channels > 2 ? 16 : (fsb.flags & FMOD_FSB_SOURCE_MPEG_PADDED4 ? 4 : (fsb.flags & FMOD_FSB_SOURCE_MPEG_PADDED ? 2 : 0))); vgmstream->codec_data = init_mpeg_custom(streamFile, fsb.stream_offset, &vgmstream->coding_type, vgmstream->channels, MPEG_FSB, &cfg); if (!vgmstream->codec_data) goto fail; vgmstream->layout_type = layout_none; //VGM_ASSERT(fsb.mode & FSOUND_MPEG_LAYER2, "FSB FSOUND_MPEG_LAYER2 found\n");/* not always set anyway */ VGM_ASSERT(fsb.mode & FSOUND_IGNORETAGS, "FSB FSOUND_IGNORETAGS found\n"); /* not seen */ break; } #endif case IMA: /* FSB3: Bioshock (PC), FSB4: Blade Kitten (PC) */ vgmstream->coding_type = coding_XBOX_IMA; vgmstream->layout_type = layout_none; /* "interleaved header" IMA, only used with >2ch (ex. Blade Kitten 6ch) * or (seemingly) when flag is used (ex. Dead to Rights 2 (Xbox) 2ch in FSB3.1) */ if (vgmstream->channels > 2 || (fsb.mode & FSOUND_MULTICHANNEL)) vgmstream->coding_type = coding_FSB_IMA; /* FSOUND_IMAADPCMSTEREO is "noninterleaved, true stereo IMA", but doesn't seem to be any different * (found in FSB4: Shatter, Blade Kitten (PC), Hard Corps: Uprising (PS3)) */ break; case PSX: /* FSB1: Jurassic Park Operation Genesis (PS2), FSB4: Spider Man Web of Shadows (PSP) */ vgmstream->coding_type = coding_PSX; vgmstream->layout_type = layout_interleave; if (fsb.flags & FMOD_FSB_SOURCE_NOTINTERLEAVED) { vgmstream->interleave_block_size = fsb.stream_size / fsb.channels; } else { vgmstream->interleave_block_size = 0x10; } break; #ifdef VGM_USE_FFMPEG case XMA2: { /* FSB3: The Bourne Conspiracy 2008 (X360), FSB4: Armored Core V (X360), Hard Corps (X360) */ uint8_t buf[0x100]; size_t bytes, block_size, block_count; block_size = 0x8000; /* FSB default */ block_count = fsb.stream_size / block_size; /* not accurate but not needed (custom_data_offset+0x14 -1?) */ bytes = ffmpeg_make_riff_xma2(buf,0x100, fsb.num_samples, fsb.stream_size, fsb.channels, fsb.sample_rate, block_count, block_size); vgmstream->codec_data = init_ffmpeg_header_offset(streamFile, buf,bytes, fsb.stream_offset,fsb.stream_size); if (!vgmstream->codec_data) goto fail; vgmstream->coding_type = coding_FFmpeg; vgmstream->layout_type = layout_none; xma_fix_raw_samples(vgmstream, streamFile, fsb.stream_offset,fsb.stream_size, 0, 0,0); /* samples look ok */ break; } #endif case DSP: /* FSB3: Metroid Prime 3 (GC), FSB4: de Blob (Wii) */ if (fsb.flags & FMOD_FSB_SOURCE_NOTINTERLEAVED) { /* [de Blob (Wii) sfx)] */ vgmstream->coding_type = coding_NGC_DSP; vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = fsb.stream_size / fsb.channels; } else { vgmstream->coding_type = coding_NGC_DSP_subint; vgmstream->layout_type = layout_none; vgmstream->interleave_block_size = 0x2; } dsp_read_coefs_be(vgmstream, streamFile, fsb.extradata_offset, 0x2e); break; #ifdef VGM_USE_CELT case CELT: { /* FSB4: War Thunder (PC), The Witcher 2 (PC), Vessel (PC) */ int is_new_lib; /* get libcelt version (set in the first subsong only, but try all extradata just in case) */ if (fsb.first_extradata_offset || fsb.extradata_offset) { uint32_t lib = fsb.first_extradata_offset ? (uint32_t)read_32bitLE(fsb.first_extradata_offset, streamFile) : (uint32_t)read_32bitLE(fsb.extradata_offset, streamFile);; switch(lib) { case 0x80000009: is_new_lib = 0; break; /* War Thunder (PC) */ case 0x80000010: is_new_lib = 1; break; /* Vessel (PC) */ default: VGM_LOG("FSB: unknown CELT lib 0x%x\n", lib); goto fail; } } else { /* split FSBs? try to guess from observed bitstreams */ uint16_t frame = (uint16_t)read_16bitBE(fsb.stream_offset+0x04+0x04,streamFile); if ((frame & 0xF000) == 0x6000 || frame == 0xFFFE) { is_new_lib = 1; } else { is_new_lib = 0; } } if (fsb.channels > 2) { /* multistreams */ vgmstream->layout_data = build_layered_fsb_celt(streamFile, &fsb, is_new_lib); if (!vgmstream->layout_data) goto fail; vgmstream->coding_type = coding_CELT_FSB; vgmstream->layout_type = layout_layered; } else { vgmstream->codec_data = init_celt_fsb(vgmstream->channels, is_new_lib ? CELT_0_11_0 : CELT_0_06_1); if (!vgmstream->codec_data) goto fail; vgmstream->coding_type = coding_CELT_FSB; vgmstream->layout_type = layout_none; } break; } #endif case PCM8: /* assumed, no games known */ vgmstream->coding_type = (fsb.mode & FSOUND_UNSIGNED) ? coding_PCM8_U : coding_PCM8; vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = 0x1; break; case PCM16: /* (PCM16) FSB4: Rocket Knight (PC), Another Century's Episode R (PS3), Toy Story 3 (Wii) */ vgmstream->coding_type = (fsb.flags & FMOD_FSB_SOURCE_BIGENDIANPCM) ? coding_PCM16BE : coding_PCM16LE; vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = 0x2; /* sometimes FSOUND_MONO/FSOUND_STEREO is not set (ex. Dead Space iOS), * or only STEREO/MONO but not FSOUND_8BITS/FSOUND_16BITS is set */ break; default: goto fail; } if ( !vgmstream_open_stream(vgmstream, streamFile, fsb.stream_offset) ) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; } #ifdef VGM_USE_CELT static layered_layout_data* build_layered_fsb_celt(STREAMFILE *streamFile, fsb_header* fsb, int is_new_lib) { layered_layout_data* data = NULL; STREAMFILE* temp_streamFile = NULL; int i, layers = (fsb->channels+1) / 2; /* init layout */ data = init_layout_layered(layers); if (!data) goto fail; /* open each layer subfile (1/2ch CELT streams: 2ch+2ch..+1ch or 2ch+2ch..+2ch) */ for (i = 0; i < layers; i++) { int layer_channels = (i+1 == layers && fsb->channels % 2 == 1) ? 1 : 2; /* last layer can be 1/2ch */ /* build the layer VGMSTREAM */ data->layers[i] = allocate_vgmstream(layer_channels, fsb->loop_flag); if (!data->layers[i]) goto fail; data->layers[i]->sample_rate = fsb->sample_rate; data->layers[i]->num_samples = fsb->num_samples; data->layers[i]->loop_start_sample = fsb->loop_start; data->layers[i]->loop_end_sample = fsb->loop_end; #ifdef VGM_USE_CELT data->layers[i]->codec_data = init_celt_fsb(layer_channels, is_new_lib ? CELT_0_11_0 : CELT_0_06_1); if (!data->layers[i]->codec_data) goto fail; data->layers[i]->coding_type = coding_CELT_FSB; data->layers[i]->layout_type = layout_none; #else goto fail; #endif temp_streamFile = setup_fsb_interleave_streamfile(streamFile, fsb->stream_offset, fsb->stream_size, layers, i, FSB_INT_CELT); if (!temp_streamFile) goto fail; if ( !vgmstream_open_stream(data->layers[i], temp_streamFile, 0x00) ) { goto fail; } } /* setup layered VGMSTREAMs */ if (!setup_layout_layered(data)) goto fail; close_streamfile(temp_streamFile); return data; fail: close_streamfile(temp_streamFile); free_layout_layered(data); return NULL; } #endif /* ****************************************** */ static STREAMFILE* setup_fsb4_wav_streamfile(STREAMFILE *streamfile, off_t subfile_offset, size_t subfile_size); /* FSB4 with "\0WAV" Header, found in Deadly Creatures (Wii). * Has a 0x10 BE header that holds the filesize (unsure if this is from a proper rip). */ VGMSTREAM * init_vgmstream_fsb4_wav(STREAMFILE *streamFile) { VGMSTREAM * vgmstream = NULL; STREAMFILE *test_streamFile = NULL; off_t subfile_start = 0x10; size_t subfile_size = get_streamfile_size(streamFile) - 0x10 - 0x10; /* check extensions */ if ( !check_extensions(streamFile, "fsb,wii") ) goto fail; if (read_32bitBE(0x00,streamFile) != 0x00574156) /* "\0WAV" */ goto fail; /* parse FSB subfile */ test_streamFile = setup_fsb4_wav_streamfile(streamFile, subfile_start,subfile_size); if (!test_streamFile) goto fail; vgmstream = init_vgmstream_fsb(test_streamFile); if (!vgmstream) goto fail; /* init the VGMSTREAM */ close_streamfile(test_streamFile); return vgmstream; fail: close_streamfile(test_streamFile); close_vgmstream(vgmstream); return NULL; } static STREAMFILE* setup_fsb4_wav_streamfile(STREAMFILE *streamFile, off_t subfile_offset, size_t subfile_size) { STREAMFILE *temp_streamFile = NULL, *new_streamFile = NULL; /* setup subfile */ new_streamFile = open_wrap_streamfile(streamFile); if (!new_streamFile) goto fail; temp_streamFile = new_streamFile; new_streamFile = open_clamp_streamfile(temp_streamFile, subfile_offset,subfile_size); if (!new_streamFile) goto fail; temp_streamFile = new_streamFile; new_streamFile = open_fakename_streamfile(temp_streamFile, NULL,"fsb"); if (!new_streamFile) goto fail; temp_streamFile = new_streamFile; return temp_streamFile; fail: close_streamfile(temp_streamFile); return NULL; }