#include "coding.h" /* PS-ADPCM table, defined as rational numbers (as in the spec) */ static const double ps_adpcm_coefs_f[5][2] = { { 0.0 , 0.0 }, { 60.0 / 64.0 , 0.0 }, { 115.0 / 64.0 , -52.0 / 64.0 }, { 98.0 / 64.0 , -55.0 / 64.0 }, { 122.0 / 64.0 , -60.0 / 64.0 }, }; /* PS-ADPCM table, defined as spec_coef*64 (for int implementations) */ static const int ps_adpcm_coefs_i[5][2] = { { 0 , 0 }, { 60 , 0 }, { 115 , -52 }, { 98 , -55 }, { 122 , -60 }, #if 0 /* extended table from PPSSPP (PSP emu), found by tests (unused?) */ { 0 , 0 }, { 0 , 0 }, { 52 , 0 }, { 55 , -2 }, { 60 ,-125 }, { 0 , 0 }, { 0 , -91 }, { 0 , 0 }, { 2 ,-216 }, { 125 , -6 }, { 0 ,-151 }, #endif }; /* Decodes Sony's PS-ADPCM (sometimes called SPU-ADPCM or VAG, just "ADPCM" in the SDK docs). * Very similar to XA ADPCM (see xa_decoder for extended info). * * Some official PC tools decode using float coefs (from the spec), as does this code, but * consoles/games/libs would vary (PS1 could do it in hardware using BRR/XA's logic, FMOD/PS3 * may use int math in software, etc). There are inaudible rounding diffs between implementations. */ /* standard PS-ADPCM (float math version) */ void decode_psx(VGMSTREAMCHANNEL * stream, sample * outbuf, int channelspacing, int32_t first_sample, int32_t samples_to_do, int is_badflags) { off_t frame_offset; int i, frames_in, sample_count = 0; size_t bytes_per_frame, samples_per_frame; uint8_t coef_index, shift_factor, flag; int32_t hist1 = stream->adpcm_history1_32; int32_t hist2 = stream->adpcm_history2_32; /* external interleave (fixed size), mono */ bytes_per_frame = 0x10; samples_per_frame = (bytes_per_frame - 0x02) * 2; /* always 28 */ 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; coef_index = ((uint8_t)read_8bit(frame_offset+0x00,stream->streamfile) >> 4) & 0xf; shift_factor = ((uint8_t)read_8bit(frame_offset+0x00,stream->streamfile) >> 0) & 0xf; flag = (uint8_t)read_8bit(frame_offset+0x01,stream->streamfile); /* only lower nibble needed */ VGM_ASSERT_ONCE(coef_index > 5 || shift_factor > 12, "PS-ADPCM: incorrect coefs/shift at %lx\n", frame_offset); if (coef_index > 5) /* needed by inFamous (PS3) (maybe it's supposed to use more filters?) */ coef_index = 0; /* upper filters aren't used in PS1/PS2, maybe in PSP/PS3? */ if (shift_factor > 12) shift_factor = 9; /* supposedly, from Nocash PSX docs */ if (is_badflags) /* some games store garbage or extra internal logic in the flags, must be ignored */ flag = 0; VGM_ASSERT_ONCE(flag > 7,"PS-ADPCM: unknown flag at %lx\n", frame_offset); /* meta should set PSX-badflags */ /* decode nibbles */ for (i = first_sample; i < first_sample + samples_to_do; i++) { int32_t new_sample = 0; if (flag < 0x07) { /* with flag 0x07 decoded sample must be 0 */ uint8_t nibbles = (uint8_t)read_8bit(frame_offset+0x02+i/2,stream->streamfile); new_sample = i&1 ? /* low nibble first */ (nibbles >> 4) & 0x0f : (nibbles >> 0) & 0x0f; new_sample = (int16_t)((new_sample << 12) & 0xf000) >> shift_factor; /* 16b sign extend + scale */ new_sample = (int)(new_sample + ps_adpcm_coefs_f[coef_index][0]*hist1 + ps_adpcm_coefs_f[coef_index][1]*hist2); new_sample = clamp16(new_sample); } outbuf[sample_count] = new_sample; sample_count += channelspacing; hist2 = hist1; hist1 = new_sample; } stream->adpcm_history1_32 = hist1; stream->adpcm_history2_32 = hist2; } /* PS-ADPCM with configurable frame size and no flag (int math version). * Found in some PC/PS3 games (FF XI in sizes 3/5/9/41, Afrika in size 4, Blur/James Bond in size 33, etc). * * Uses int math to decode, which seems more likely (based on FF XI PC's code in Moogle Toolbox). */ void decode_psx_configurable(VGMSTREAMCHANNEL * stream, sample * outbuf, int channelspacing, int32_t first_sample, int32_t samples_to_do, int frame_size) { off_t frame_offset; int i, frames_in, sample_count = 0; size_t bytes_per_frame, samples_per_frame; uint8_t coef_index, shift_factor; int32_t hist1 = stream->adpcm_history1_32; int32_t hist2 = stream->adpcm_history2_32; /* external interleave (variable size), mono */ bytes_per_frame = frame_size; samples_per_frame = (bytes_per_frame - 0x01) * 2; /* always 28 */ 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; coef_index = ((uint8_t)read_8bit(frame_offset+0x00,stream->streamfile) >> 4) & 0xf; shift_factor = ((uint8_t)read_8bit(frame_offset+0x00,stream->streamfile) >> 0) & 0xf; VGM_ASSERT_ONCE(coef_index > 5 || shift_factor > 12, "PS-ADPCM: incorrect coefs/shift at %lx\n", frame_offset); if (coef_index > 5) /* needed by Afrika (PS3) (maybe it's supposed to use more filters?) */ coef_index = 0; /* upper filters aren't used in PS1/PS2, maybe in PSP/PS3? */ if (shift_factor > 12) shift_factor = 9; /* supposedly, from Nocash PSX docs */ /* decode nibbles */ for (i = first_sample; i < first_sample + samples_to_do; i++) { int32_t new_sample = 0; uint8_t nibbles = (uint8_t)read_8bit(frame_offset+0x01+i/2,stream->streamfile); new_sample = i&1 ? /* low nibble first */ (nibbles >> 4) & 0x0f : (nibbles >> 0) & 0x0f; new_sample = (int16_t)((new_sample << 12) & 0xf000) >> shift_factor; /* 16b sign extend + scale */ new_sample = new_sample + ((ps_adpcm_coefs_i[coef_index][0]*hist1 + ps_adpcm_coefs_i[coef_index][1]*hist2) >> 6); new_sample = clamp16(new_sample); outbuf[sample_count] = new_sample; sample_count += channelspacing; hist2 = hist1; hist1 = new_sample; } stream->adpcm_history1_32 = hist1; stream->adpcm_history2_32 = hist2; } /* Find loop samples in PS-ADPCM data and return if the file loops. * * PS-ADPCM/VAG has optional bit flags that control looping in the SPU. * Possible combinations (as usually defined in Sony's docs): * - 0x0 (0000): Normal decode * - 0x1 (0001): End marker (last frame) * - 0x2 (0010): Loop region (marks files that *may* have loop flags somewhere) * - 0x3 (0011): Loop end (jump to loop address) * - 0x4 (0100): Start marker * - 0x5 (0101): Same as 0x07? Extremely rare [Blood Omen: Legacy of Kain (PS1)] * - 0x6 (0110): Loop start (save loop address) * - 0x7 (0111): End marker and don't decode * - 0x8+(1NNN): Not valid */ static int ps_find_loop_offsets_internal(STREAMFILE *streamFile, off_t start_offset, size_t data_size, int channels, size_t interleave, int32_t * out_loop_start, int32_t * out_loop_end, int config) { int num_samples = 0, loop_start = 0, loop_end = 0; int loop_start_found = 0, loop_end_found = 0; off_t offset = start_offset; off_t max_offset = start_offset + data_size; size_t interleave_consumed = 0; int detect_full_loops = config & 1; while (offset < max_offset) { uint8_t flag = (uint8_t)read_8bit(offset+0x01,streamFile) & 0x0F; /* lower nibble only (for HEVAG) */ /* theoretically possible and would use last 0x06 */ VGM_ASSERT_ONCE(loop_start_found && flag == 0x06, "PS LOOPS: multiple loop start found at %lx\n", offset); if (flag == 0x06 && !loop_start_found) { loop_start = num_samples; /* loop start before this frame */ loop_start_found = 1; } if (flag == 0x03 && !loop_end) { loop_end = num_samples + 28; /* loop end after this frame */ loop_end_found = 1; /* ignore strange case in Commandos (PS2), has many loop starts and ends */ if (channels == 1 && offset + 0x10 < max_offset && ((uint8_t)read_8bit(offset+0x11,streamFile) & 0x0F) == 0x06) { loop_end = 0; loop_end_found = 0; } if (loop_start_found && loop_end_found) break; } /* hack for some games that don't have loop points but do full loops, * if there is a "partial" 0x07 end flag pretend it wants to loop * (sometimes this will loop non-looping tracks, and won't loop all repeating files) */ if (flag == 0x01 && detect_full_loops) { static const uint8_t eof1[0x10] = {0x00,0x07,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77}; /* common */ static const uint8_t eof2[0x10] = {0x00,0x07,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}; //static const uint8_t eofx[0x10] = {0x07,0x00,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77,0x77}; /* sometimes loops */ //static const uint8_t eofx[0x10] = {0xNN,0x07,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}; /* sometimes loops */ uint8_t buf[0x10]; int read = read_streamfile(buf,offset+0x10,0x10,streamFile); if (read > 0 /* also test some extra stuff */ && buf[0] != 0x00 /* skip padding */ && buf[0] != 0x0c && buf[0] != 0x3c /* skip Ecco the Dolphin (PS2), Ratchet & Clank 2 (PS2), lame hack */ ) { /* assume full loop if there isn't an EOF tag after current frame */ if (memcmp(buf,eof1,0x10) != 0 && memcmp(buf,eof2,0x10) != 0) { loop_start = 28; /* skip first frame as it's null in PS-ADPCM */ loop_end = num_samples + 28; /* loop end after this frame */ loop_start_found = 1; loop_end_found = 1; //;VGM_LOG("PS LOOPS: full loop found\n"); break; } } } num_samples += 28; offset += 0x10; /* skip other channels */ interleave_consumed += 0x10; if (interleave_consumed == interleave) { interleave_consumed = 0; offset += interleave*(channels - 1); } } VGM_ASSERT(loop_start_found && !loop_end_found, "PS LOOPS: found loop start but not loop end\n"); VGM_ASSERT(loop_end_found && !loop_start_found, "PS LOOPS: found loop end but not loop start\n"); //;VGM_LOG("PS LOOPS: start=%i, end=%i\n", loop_start, loop_end); /* From Sony's docs: if only loop_end is set loop back to "phoneme region start", but in practice doesn't */ if (loop_start_found && loop_end_found) { *out_loop_start = loop_start; *out_loop_end = loop_end; return 1; } return 0; /* no loop */ } int ps_find_loop_offsets(STREAMFILE *streamFile, off_t start_offset, size_t data_size, int channels, size_t interleave, int32_t * out_loop_start, int32_t * out_loop_end) { return ps_find_loop_offsets_internal(streamFile, start_offset, data_size, channels, interleave, out_loop_start, out_loop_end, 0); } int ps_find_loop_offsets_full(STREAMFILE *streamFile, off_t start_offset, size_t data_size, int channels, size_t interleave, int32_t * out_loop_start, int32_t * out_loop_end) { return ps_find_loop_offsets_internal(streamFile, start_offset, data_size, channels, interleave, out_loop_start, out_loop_end, 1); } size_t ps_bytes_to_samples(size_t bytes, int channels) { return bytes / channels / 0x10 * 28; } size_t ps_cfg_bytes_to_samples(size_t bytes, size_t frame_size, int channels) { return bytes / channels / frame_size * 28; }