#include "vgmstream.h" #include "render.h" #include "layout/layout.h" #include "mixing.h" #include "plugins.h" /* VGMSTREAM RENDERING * Caller asks for N samples in buf. vgmstream then calls layouts, that call decoders, and some optional pre/post-processing. * Processing must be enabled externally: padding/trimming (config), mixing (output changes), resampling, etc. * * - MIXING * After decoding sometimes we need to change number of channels, volume, etc. This is applied in order as * a mixing chain, and modifies the final buffer (see mixing.c). * * - CONFIG * A VGMSTREAM can work in 2 modes, defaults to simple mode: * - simple mode (lib-like): decodes/loops forever and results are controlled externally (fades/max time/etc). * - config mode (player-like): everything is internally controlled (pads/trims/time/fades/etc may be applied). * * It's done this way mainly for compatibility and to enable complex TXTP for layers/segments in selected cases * (Wwise emulation). Could apply always some config like begin trim/padding + modify get_vgmstream_samples, but * external caller may read loops/samples manually or apply its own config/fade, and changed output would mess it up. * * To enable config mode it needs 2 steps: * - add some internal config settings (via TXTP, or passed by plugin). * - enable flag with function (to signal "really delegate all decoding to vgmstream"). * Once done, plugin should simply decode until max samples (calculated by vgmstream). * * For complex layouts, behavior of "internal" (single segment/layer) and "external" (main) VGMSTREAMs is * a bit complex. Internals' enable flag if play config exists (via TXTP), and this allows each part to be * padded/trimmed/set time/loop/etc individually. * * Config mode in the external VGMSTREAM is mostly straighforward with segments: * - each internal is always decoded separatedly (in simple or config mode) and results in N samples * - segments may even loop "internally" before moving to next segment (by default they don't) * - external's samples is the sum of all segments' N samples * - looping, fades, etc then can be applied in the external part normally. * * With layers it's a bit more complex: * - external's samples is the max of all layers * - in simple mode external uses internal's looping to loop (for performance) * - if layers' config mode is set, external can't rely on internal looping, so it uses it's own * * Layouts can contain layouts in cascade, so behavior can be a bit hard to understand at times. * This mainly applies to TXTP, segments/layers in metas usually don't need to trigger config mode. */ int vgmstream_get_play_forever(VGMSTREAM* vgmstream) { return vgmstream->config.play_forever; } int32_t vgmstream_get_samples(VGMSTREAM* vgmstream) { if (!vgmstream->config_enabled || !vgmstream->config.config_set) return vgmstream->num_samples; return vgmstream->pstate.play_duration; } /* calculate samples based on player's config */ int32_t get_vgmstream_play_samples(double looptimes, double fadeseconds, double fadedelayseconds, VGMSTREAM* vgmstream) { if (vgmstream->loop_flag) { if (vgmstream->loop_target == (int)looptimes) { /* set externally, as this function is info-only */ /* Continue playing the file normally after looping, instead of fading. * Most files cut abruply after the loop, but some do have proper endings. * With looptimes = 1 this option should give the same output vs loop disabled */ int loop_count = (int)looptimes; /* no half loops allowed */ return vgmstream->loop_start_sample + (vgmstream->loop_end_sample - vgmstream->loop_start_sample) * loop_count + (vgmstream->num_samples - vgmstream->loop_end_sample); } else { return vgmstream->loop_start_sample + (vgmstream->loop_end_sample - vgmstream->loop_start_sample) * looptimes + (fadedelayseconds + fadeseconds) * vgmstream->sample_rate; } } else { return vgmstream->num_samples; } } /*****************************************************************************/ static void setup_state_modifiers(VGMSTREAM* vgmstream) { play_config_t* pc = &vgmstream->config; /* apply final config */ if (pc->really_force_loop) { vgmstream_force_loop(vgmstream, 1, 0,vgmstream->num_samples); } if (pc->force_loop && !vgmstream->loop_flag) { vgmstream_force_loop(vgmstream, 1, 0,vgmstream->num_samples); } if (pc->ignore_loop) { vgmstream_force_loop(vgmstream, 0, 0,0); } if (!vgmstream->loop_flag) { pc->play_forever = 0; } if (pc->play_forever) { pc->ignore_fade = 0; } /* loop N times, but also play stream end instead of fading out */ if (pc->ignore_fade) { vgmstream_set_loop_target(vgmstream, (int)pc->loop_count); pc->fade_time = 0; pc->fade_delay = 0; } } static void setup_state_processing(VGMSTREAM* vgmstream) { play_state_t* ps = &vgmstream->pstate; play_config_t* pc = &vgmstream->config; double sample_rate = vgmstream->sample_rate; /* time to samples */ if (pc->pad_begin_s) pc->pad_begin = pc->pad_begin_s * sample_rate; if (pc->pad_end_s) pc->pad_end = pc->pad_end_s * sample_rate; if (pc->trim_begin_s) pc->trim_begin = pc->trim_begin_s * sample_rate; if (pc->trim_end_s) pc->trim_end = pc->trim_end_s * sample_rate; if (pc->body_time_s) pc->body_time = pc->body_time_s * sample_rate; //todo fade time also set to samples /* samples before all decode */ ps->pad_begin_duration = pc->pad_begin; /* removed samples from first decode */ ps->trim_begin_duration = pc->trim_begin; /* main samples part */ ps->body_duration = 0; if (pc->body_time) { ps->body_duration += pc->body_time; /* whether it loops or not */ } else if (vgmstream->loop_flag) { double loop_count = 1.0; if (pc->loop_count_set) /* may set 0.0 on purpose I guess */ loop_count = pc->loop_count; ps->body_duration += vgmstream->loop_start_sample; if (pc->ignore_fade) { ps->body_duration += (vgmstream->loop_end_sample - vgmstream->loop_start_sample) * (int)loop_count; ps->body_duration += (vgmstream->num_samples - vgmstream->loop_end_sample); } else { ps->body_duration += (vgmstream->loop_end_sample - vgmstream->loop_start_sample) * loop_count; } } else { ps->body_duration += vgmstream->num_samples; } /* samples from some modify body */ if (pc->trim_begin) ps->body_duration -= pc->trim_begin; if (pc->trim_end) ps->body_duration -= pc->trim_end; if (pc->fade_delay && vgmstream->loop_flag) ps->body_duration += pc->fade_delay * vgmstream->sample_rate; /* samples from fade part */ if (pc->fade_time && vgmstream->loop_flag) ps->fade_duration = pc->fade_time * vgmstream->sample_rate; /* samples from last part (anything beyond this is empty, unless play forever is set) */ ps->pad_end_duration = pc->pad_end; /* final count */ ps->play_duration = ps->pad_begin_duration + ps->body_duration + ps->fade_duration + ps->pad_end_duration; ps->play_position = 0; /* values too big can overflow, just ignore */ if (ps->pad_begin_duration < 0) ps->pad_begin_duration = 0; if (ps->body_duration < 0) ps->body_duration = 0; if (ps->fade_duration < 0) ps->fade_duration = 0; if (ps->pad_end_duration < 0) ps->pad_end_duration = 0; if (ps->play_duration < 0) ps->play_duration = 0; ps->pad_begin_left = ps->pad_begin_duration; ps->trim_begin_left = ps->trim_begin_duration; ps->fade_left = ps->fade_duration; ps->fade_start = ps->pad_begin_duration + ps->body_duration; ps->pad_end_left = ps->pad_end_duration; ps->pad_end_start = ps->fade_start + ps->fade_duration; /* other info (updated once mixing is enabled) */ ps->input_channels = vgmstream->channels; ps->output_channels = vgmstream->channels; } void setup_state_vgmstream(VGMSTREAM* vgmstream) { if (!vgmstream->config.config_set) return; setup_state_modifiers(vgmstream); setup_state_processing(vgmstream); setup_vgmstream(vgmstream); /* save current config for reset */ } /*****************************************************************************/ void free_layout(VGMSTREAM* vgmstream) { if (vgmstream->layout_type == layout_segmented) { free_layout_segmented(vgmstream->layout_data); } if (vgmstream->layout_type == layout_layered) { free_layout_layered(vgmstream->layout_data); } } void reset_layout(VGMSTREAM* vgmstream) { if (vgmstream->layout_type == layout_segmented) { reset_layout_segmented(vgmstream->layout_data); } if (vgmstream->layout_type == layout_layered) { reset_layout_layered(vgmstream->layout_data); } } static int render_layout(sample_t* buf, int32_t sample_count, VGMSTREAM* vgmstream) { /* current_sample goes between loop points (if looped) or up to max samples, * must detect beyond that decoders would encounter garbage data */ if (vgmstream->current_sample > vgmstream->num_samples) { int channels = vgmstream->channels; int to_do = sample_count; int done = 0; memset(buf + done * channels, 0, to_do * sizeof(sample_t) * channels); return sample_count; } switch (vgmstream->layout_type) { case layout_interleave: render_vgmstream_interleave(buf, sample_count, vgmstream); break; case layout_none: render_vgmstream_flat(buf, sample_count, vgmstream); break; case layout_blocked_mxch: case layout_blocked_ast: case layout_blocked_halpst: case layout_blocked_xa: case layout_blocked_ea_schl: case layout_blocked_ea_1snh: case layout_blocked_caf: case layout_blocked_wsi: case layout_blocked_str_snds: case layout_blocked_ws_aud: case layout_blocked_matx: case layout_blocked_dec: case layout_blocked_vs: case layout_blocked_mul: case layout_blocked_gsb: case layout_blocked_xvas: case layout_blocked_thp: case layout_blocked_filp: case layout_blocked_ivaud: case layout_blocked_ea_swvr: case layout_blocked_adm: case layout_blocked_bdsp: case layout_blocked_tra: case layout_blocked_ps2_iab: case layout_blocked_vs_str: case layout_blocked_rws: case layout_blocked_hwas: case layout_blocked_ea_sns: case layout_blocked_awc: case layout_blocked_vgs: case layout_blocked_vawx: case layout_blocked_xvag_subsong: case layout_blocked_ea_wve_au00: case layout_blocked_ea_wve_ad10: case layout_blocked_sthd: case layout_blocked_h4m: case layout_blocked_xa_aiff: case layout_blocked_vs_square: case layout_blocked_vid1: case layout_blocked_ubi_sce: render_vgmstream_blocked(buf, sample_count, vgmstream); break; case layout_segmented: render_vgmstream_segmented(buf, sample_count,vgmstream); break; case layout_layered: render_vgmstream_layered(buf, sample_count, vgmstream); break; default: break; } if (vgmstream->current_sample > vgmstream->num_samples) { int channels = vgmstream->channels; int to_do = (vgmstream->current_sample - vgmstream->num_samples); int done = sample_count - to_do; memset(buf + done * channels, 0, to_do * sizeof(sample_t) * channels); return sample_count; } return sample_count; } static void render_trim(VGMSTREAM* vgmstream) { /* big-ish buffer since the average trim would be a few seconds for >=2ch at 48000, and less calls = better */ sample_t tmpbuf[0x40000]; int max_samples = 0x40000 / vgmstream->pstate.input_channels; while (vgmstream->pstate.trim_begin_left) { int to_do = vgmstream->pstate.trim_begin_left; if (to_do > max_samples) to_do = max_samples; render_layout(tmpbuf, to_do, vgmstream); /* just consume samples so no need to apply mixing */ vgmstream->pstate.trim_begin_left -= to_do; } } static int render_pad_begin(VGMSTREAM* vgmstream, sample_t* buf, int samples_to_do) { int channels = vgmstream->pstate.output_channels; int to_do = vgmstream->pstate.pad_begin_left; if (to_do > samples_to_do) to_do = samples_to_do; memset(buf, 0, to_do * sizeof(sample_t) * channels); vgmstream->pstate.pad_begin_left -= to_do; return to_do; } static int render_fade(VGMSTREAM* vgmstream, sample_t* buf, int samples_done) { play_state_t* ps = &vgmstream->pstate; //play_config_t* pc = &vgmstream->config; //if (!ps->fade_left || pc->play_forever) // return; //if (ps->play_position + samples_done < ps->fade_start) // return; { int s, ch, start, fade_pos; int channels = ps->output_channels; int32_t to_do = ps->fade_left; if (ps->play_position < ps->fade_start) { start = samples_done - (ps->play_position + samples_done - ps->fade_start); fade_pos = 0; } else { start = 0; fade_pos = ps->play_position - ps->fade_start; } if (to_do > samples_done - start) to_do = samples_done - start; //TODO: use delta fadedness to improve performance? for (s = start; s < start + to_do; s++, fade_pos++) { double fadedness = (double)(ps->fade_duration - fade_pos) / ps->fade_duration; for (ch = 0; ch < channels; ch++) { buf[s*channels + ch] = (sample_t)buf[s*channels + ch] * fadedness; } } ps->fade_left -= to_do; /* next samples after fade end would be pad end/silence, so we can just memset */ memset(buf + (start + to_do) * channels, 0, (samples_done - to_do - start) * sizeof(sample_t) * channels); return samples_done; } } static int render_pad_end(VGMSTREAM* vgmstream, sample_t* buf, int samples_to_do) { int channels = vgmstream->pstate.output_channels; /* since anything beyond pad end is silence no need to check ranges */ memset(buf, 0, samples_to_do * sizeof(sample_t) * channels); return samples_to_do; } /* Decode data into sample buffer. Controls the "external" part of the decoding, * while layout/decode control the "internal" part. */ int render_vgmstream(sample_t* buf, int32_t sample_count, VGMSTREAM* vgmstream) { play_state_t* ps = &vgmstream->pstate; int samples_to_do = sample_count; int samples_done = 0; int done; sample_t* tmpbuf = buf; /* simple mode with no settings (just skip everything below) */ if (!vgmstream->config_enabled) { render_layout(buf, samples_to_do, vgmstream); mix_vgmstream(buf, samples_to_do, vgmstream); return samples_to_do; } /* trim may go first since it doesn't need output nor changes totals */ if (ps->trim_begin_left) { render_trim(vgmstream); } /* adds empty samples to buf */ if (ps->pad_begin_left) { done = render_pad_begin(vgmstream, tmpbuf, samples_to_do); samples_done += done; samples_to_do -= done; tmpbuf += done * vgmstream->pstate.output_channels; /* as if mixed */ } /* end padding (done before to avoid decoding if possible) */ if (!vgmstream->config.play_forever /*&& ps->pad_end_left*/ && ps->play_position + samples_done >= ps->pad_end_start) { done = render_pad_end(vgmstream, tmpbuf, samples_to_do); samples_done += done; samples_to_do -= done; tmpbuf += done * vgmstream->pstate.output_channels; /* as if mixed */ } /* main decode */ { //if (samples_to_do) /* 0 ok, less likely */ done = render_layout(tmpbuf, samples_to_do, vgmstream); mix_vgmstream(tmpbuf, done, vgmstream); samples_done += done; /* simple fadeout */ if (!vgmstream->config.play_forever && ps->fade_left && ps->play_position + done >= ps->fade_start) { render_fade(vgmstream, tmpbuf, done); } tmpbuf += done * vgmstream->pstate.output_channels; } vgmstream->pstate.play_position += samples_done; /* signal end */ if (!vgmstream->config.play_forever && ps->play_position > ps->play_duration) { int excess = ps->play_position - ps->play_duration; if (excess > sample_count) excess = sample_count; samples_done = (sample_count - excess); ps->play_position = ps->play_duration; } return samples_done; } void seek_vgmstream(VGMSTREAM* vgmstream, int32_t seek_sample) { play_state_t* ps = &vgmstream->pstate; sample_t tmpbuf[0x40000]; /* big-ish buffer as less calls = better */ int buf_samples = 0x40000 / vgmstream->channels; /* no need to apply mixing */ int i; //int play_duration = ps->play_duration; int play_pos = ps->play_position; int decode_samples = 0; //int decode_pos = 0; if (!vgmstream->config_enabled) { return; } //todo allow seeking past max for loop forever /* seeking past max for loop forever */ //if (seek_sample > play_duration) // seek_sample = play_duration; /* find which relative decode sample corresponds to seek sample * (if it falls in a pad or loop it can be simplified rather than decoding the full thing) */ //todo calculate if (seek_sample < play_pos) { reset_vgmstream(vgmstream); decode_samples = seek_sample; } else if (seek_sample > play_pos) { decode_samples = (seek_sample - play_pos); } else { return; } for (i = 0; i < decode_samples; i += buf_samples) { int to_get = buf_samples; if (i + buf_samples > decode_samples) to_get = decode_samples - i; render_vgmstream(tmpbuf, to_get, vgmstream); //todo //render_layout(tmpbuf, to_get, vgmstream); ///* no mixing needed */ } /* adjust positions */ //todo }