mirror of
https://github.com/vgmstream/vgmstream.git
synced 2024-12-19 09:55:53 +01:00
377 lines
14 KiB
C
377 lines
14 KiB
C
#include "meta.h"
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#include "../layout/layout.h"
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#include "../coding/coding.h"
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/* SDRH - banks for newer feelplus-related ("FeelEngine") games [Mindjack (PS3/X360), Moon Diver (PS3/X360)] */
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VGMSTREAM* init_vgmstream_sdrh_new(STREAMFILE* sf) {
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VGMSTREAM* vgmstream = NULL;
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uint32_t start_offset, stream_size;
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int loop_flag = 0, channels, codec, sample_rate, seek_count;
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int32_t num_samples, loop_start, loop_end;
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int total_subsongs, target_subsong = sf->stream_index;
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/* checks */
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if (!is_id32le(0x00,sf, "SDRH")) /* LE */
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goto fail;
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if (!check_extensions(sf, "xse"))
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goto fail;
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/* similar to older version but BE and a bit less complex */
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/* 0x04: version/config?
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* 0x08: data size
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* 0x30: file name in a custom 40-char (RADIX style) encoding
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* others: ?
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*/
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/* parse section */
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{
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uint32_t offset, base_size, stream_offset, data_size = 0, entry_size = 0;
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int i;
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int tables = read_u16be(0x1C,sf);
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int entries;
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offset = 0;
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/* read sections: FE=cues? (same in platforms), WV=header position + sample rate?, FT=? (same in platforms), XW=waves */
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for (i = 0; i < tables; i++) {
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uint16_t id = read_u16be(0x40 + 0x10 * i + 0x00,sf);
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/* 0x02: offset in 0x40s */
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/* 0x04: section size */
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/* 0x08: always 1 */
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/* 0x0c: null */
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if (id == 0x5857) { /* "XW" */
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offset += read_u16be(0x40 + 0x10 * i + 0x02,sf) * 0x40;
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break;
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}
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}
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/* section header (other sections have a similar header) */
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/* 0x00: section size (including data) */
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base_size = read_u16be(offset + 0x04,sf);
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entries = read_u16be(offset + 0x06,sf);
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/* 0x08: null */
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start_offset = read_u32be(offset + 0x0c,sf) + offset; /* size including padding up to start */
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offset += base_size;
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total_subsongs = entries;
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if (target_subsong == 0) target_subsong = 1;
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if (target_subsong < 0 || target_subsong > total_subsongs || total_subsongs < 1) goto fail;
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/* find stream header (entries can be variable-sized) */
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for (i = 0; i < entries; i++) {
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entry_size = read_u16be(offset + 0x04,sf) * 0x10;
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if (i + 1 == target_subsong)
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break;
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offset += entry_size;
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}
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/* parse target header (similar to xwav) */
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data_size = read_u32be(offset + 0x00,sf) - entry_size;
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/* 0x00: data/entry size */
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/* 0x04: entry size */
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codec = read_u8(offset + 0x06,sf); /* assumed */
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loop_flag = read_u8(offset + 0x07,sf); /* assumed */
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/* 0x08: bps? flags? */
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channels = read_u8(offset + 0x09,sf);
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seek_count = read_u16be(offset + 0x0a,sf);
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num_samples = read_u32be(offset + 0x0c,sf);
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sample_rate = read_u32be(offset + 0x10,sf);
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loop_start = read_u32be(offset + 0x14,sf);
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loop_end = read_u32be(offset + 0x18,sf);
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/* 0x1c: flags? */
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stream_offset = read_u32be(offset + 0x20,sf);
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/* Mindjack uses full offsets here (aligned to 0x800), while Moon Diver points to a sub-offset
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* (offsets also aren't ordered) */
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if ((stream_offset & 0x000007FF) != 0) {
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stream_offset = read_u16be(offset + stream_offset, sf) * 0x800;
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//TODO some files that loop have wrong size/num_samples? (ex.MJ system.xse #23 #138)
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}
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/* other values change per game (seek table, etc) */
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start_offset += stream_offset;
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stream_size = data_size;
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}
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/* build the VGMSTREAM */
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vgmstream = allocate_vgmstream(channels, loop_flag);
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if (!vgmstream) goto fail;
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vgmstream->meta_type = meta_SDRH;
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vgmstream->num_samples = num_samples;
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vgmstream->sample_rate = sample_rate;
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vgmstream->stream_size = stream_size;
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vgmstream->num_streams = total_subsongs;
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switch(codec) {
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case 2: /* Mindjack (PS3), Moon Diver (PS3) */
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vgmstream->coding_type = coding_PSX;
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vgmstream->layout_type = layout_interleave;
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vgmstream->interleave_block_size = 0x10;
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/* seen in a few Mindjack files */
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if (loop_end > num_samples && loop_end - 8 <= num_samples)
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loop_end = num_samples;
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vgmstream->loop_start_sample = loop_start;
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vgmstream->loop_end_sample = loop_end;
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break;
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#ifdef VGM_USE_MPEG
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case 5: { /* No More Heroes (PS3) (rare, BAITO_GOMIHORI.XSE) */
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mpeg_custom_config cfg = {0};
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cfg.data_size = stream_size;
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vgmstream->codec_data = init_mpeg_custom(sf, start_offset, &vgmstream->coding_type, vgmstream->channels, MPEG_STANDARD, &cfg);
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if (!vgmstream->codec_data) goto fail;
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vgmstream->layout_type = layout_none;
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break;
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}
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#endif
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#ifdef VGM_USE_FFMPEG
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case 1: { /* Mindjack (X360), Moon Diver (X360) */
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int block_size = 0x10000; /* XWAV new default */
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int block_count = seek_count;
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vgmstream->codec_data = init_ffmpeg_xma2_raw(sf, start_offset, stream_size, vgmstream->num_samples, vgmstream->channels, vgmstream->sample_rate, block_size, block_count);
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if (!vgmstream->codec_data) goto fail;
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vgmstream->coding_type = coding_FFmpeg;
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vgmstream->layout_type = layout_none;
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vgmstream->loop_start_sample = loop_start;
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vgmstream->loop_end_sample = loop_end;
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//TODO fix loops/samples vs ATRAC3
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/* may be only applying end_skip to num_samples? */
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xma_fix_raw_samples(vgmstream, sf, start_offset, stream_size, 0, 0,0);
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break;
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}
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case 6: /* No More Heroes (PS3) */
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case 7: /* No More Heroes (PS3), Mindjack (PS3) */
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case 8: { /* No More Heroes (PS3) */
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int block_align, encoder_delay;
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/* fixed for all rates? doesn't happen with other codecs, some files are 48000 already */
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vgmstream->sample_rate = 48000;
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block_align = (codec == 8 ? 0xC0 : codec == 0x07 ? 0x98 : 0x60) * vgmstream->channels;
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encoder_delay = 1024 + 69*2; /* observed default, but seems files run out of space */
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vgmstream->codec_data = init_ffmpeg_atrac3_raw(sf, start_offset, stream_size, vgmstream->num_samples, vgmstream->channels,vgmstream->sample_rate, block_align, encoder_delay);
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if (!vgmstream->codec_data) goto fail;
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vgmstream->coding_type = coding_FFmpeg;
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vgmstream->layout_type = layout_none;
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/* set offset samples (offset 0 jumps to sample 0 > pre-applied delay, and offset end loops after sample end > adjusted delay) */
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vgmstream->loop_start_sample = atrac3_bytes_to_samples(loop_start, block_align); //- encoder_delay
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vgmstream->loop_end_sample = atrac3_bytes_to_samples(loop_end, block_align) - encoder_delay;
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break;
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}
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#endif
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default:
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goto fail;
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}
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if (!vgmstream_open_stream(vgmstream, sf, start_offset))
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goto fail;
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return vgmstream;
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fail:
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close_vgmstream(vgmstream);
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return NULL;
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}
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/* SDRH - banks for older feelplus-related games [Lost Odyssey (X360), Lost Odyssey Demo (X360)] */
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VGMSTREAM* init_vgmstream_sdrh_old(STREAMFILE* sf) {
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VGMSTREAM* vgmstream = NULL;
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uint32_t start_offset, stream_size;
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int loop_flag = 0, channels = 0, codec, sample_rate, seek_count;
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int32_t num_samples, loop_start, loop_end;
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int total_subsongs, target_subsong = sf->stream_index;
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/* checks */
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if (!is_id32be(0x00,sf, "SDRH"))
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goto fail;
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/* .xse: actual extension (LO demo) */
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if (!check_extensions(sf, "xse"))
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goto fail;
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/* similar to older version but LE and a bit more complex */
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/* 0x04: version/config?
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* 0x08: data size
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* 0x30: file name in a custom 40-char (RADIX style) encoding
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* others: ? (change in old/new)
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*/
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/* there is also an older version in Shadow Hearts 2, more basic (no section table) and may contain sequences */
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/* parse section */
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{
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uint32_t offset, base_size, stream_offset, data_size = 0, entry_size = 0;
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int i;
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int tables = read_u8(0x15,sf);
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int entries;
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offset = 0x40;
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/* read sections (FE=cues?, WV=mini-headers + XW offset, FT=?, FQ=?, XW=waves) */
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for (i = 0; i < tables; i++) {
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uint16_t id = read_u16be(0x40 + 0x08 * i + 0x00,sf);
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/* 0x02: null? */
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/* 0x04: offset from table start */
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if (id == 0x5857) { /* "XW" */
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offset += read_u32le(0x40 + 0x08 * i + 0x04,sf);
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break;
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}
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}
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/* section header (other sections have a similar header) */
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/* 0x00: section size (including data) */
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base_size = read_u16le(offset + 0x04,sf);
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/* 0x06: ? */
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entries = read_u16le(offset + 0x08,sf);
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start_offset = read_u32le(offset + 0x0c,sf) + offset; /* size including padding up to start */
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offset += base_size;
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total_subsongs = entries;
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if (target_subsong == 0) target_subsong = 1;
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if (target_subsong < 0 || target_subsong > total_subsongs || total_subsongs < 1) goto fail;
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/* find stream header */
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stream_offset = 0;
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for (i = 0; i < entries; i++) {
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data_size = read_u32le(offset + 0x00,sf);
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entry_size = read_u16le(offset + 0x04,sf) * 0x10;
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data_size -= entry_size;
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if (i + 1 == target_subsong)
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break;
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offset += entry_size;
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stream_offset += data_size; /* no offset */
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}
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/* parse target header (similar to xwav) */
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/* 0x00: data size + entry size */
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/* 0x04: entry size */
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codec = read_u8(offset + 0x06,sf); /* assumed */
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/* 0x07: flag? */
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/* 0x08: bps? */
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/* 0x09: codec? */
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/* 0x0a: null (seek size?) */
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num_samples = read_u32le(offset + 0x0c,sf); /* XMA1: loop start/end info */
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seek_count = read_u16le(offset + 0x10,sf); /* XMA1: loop start/end bytes? */
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sample_rate = read_u16le(offset + 0x14,sf);
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if (entry_size == 0x20) {
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channels = read_u8(offset + 0x17,sf);
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}
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loop_start = 0; //read_u32le(offset + 0x18,sf); /* ? */
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loop_end = 0; //read_u32le(offset + 0x1c,sf); /* ? */
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if (entry_size >= 0x30) {
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/* 0x20: null */
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/* 0x24: ? */
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/* 0x26: channel layout */
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channels = read_u8(offset + 0x27,sf);
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/* 0x28: ? */
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/* 0x2c: null? */
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}
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loop_flag = loop_end > 0;
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start_offset += stream_offset;
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stream_size = data_size;
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}
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/* build the VGMSTREAM */
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vgmstream = allocate_vgmstream(channels, loop_flag);
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if (!vgmstream) goto fail;
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vgmstream->meta_type = meta_SDRH;
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vgmstream->num_samples = num_samples;
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vgmstream->sample_rate = sample_rate;
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vgmstream->stream_size = stream_size;
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vgmstream->num_streams = total_subsongs;
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switch(codec) {
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#ifdef VGM_USE_FFMPEG
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case 1: { /* Lost Odyssey Demo (X360) */
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vgmstream->codec_data = init_ffmpeg_xma1_raw(sf, start_offset, stream_size, vgmstream->channels, vgmstream->sample_rate, 0);
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if (!vgmstream->codec_data) goto fail;
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vgmstream->coding_type = coding_FFmpeg;
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vgmstream->layout_type = layout_none;
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vgmstream->loop_start_sample = loop_start;
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vgmstream->loop_end_sample = loop_end;
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{
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ms_sample_data msd = {0};
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msd.xma_version = 1;
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msd.channels = channels;
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msd.data_offset = start_offset;
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msd.data_size = stream_size;
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msd.loop_flag = loop_flag;
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msd.loop_start_b= 0; //loop_start_b;
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msd.loop_end_b = 0; //loop_end_b;
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msd.loop_start_subframe = 0; //loop_subframe & 0xF; /* lower 4b: subframe where the loop starts, 0..4 */
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msd.loop_end_subframe = 0; //loop_subframe >> 4; /* upper 4b: subframe where the loop ends, 0..3 */
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msd.chunk_offset = 0;
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xma_get_samples(&msd, sf);
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vgmstream->num_samples = msd.num_samples;
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//loop_start_sample = msd.loop_start_sample;
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//loop_end_sample = msd.loop_end_sample;
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}
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xma_fix_raw_samples(vgmstream, sf, start_offset, stream_size, 0, 0, 1);
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break;
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}
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case 4: { /* Lost Odyssey (X360) */
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int block_size = 0x8000; /* XWAV old default */
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int block_count = seek_count;
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vgmstream->codec_data = init_ffmpeg_xma2_raw(sf, start_offset, stream_size, vgmstream->num_samples, vgmstream->channels, vgmstream->sample_rate, block_size, block_count);
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if (!vgmstream->codec_data) goto fail;
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vgmstream->coding_type = coding_FFmpeg;
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vgmstream->layout_type = layout_none;
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vgmstream->loop_start_sample = loop_start;
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vgmstream->loop_end_sample = loop_end;
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xma_fix_raw_samples(vgmstream, sf, start_offset, stream_size, 0, 0, 1);
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break;
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}
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#endif
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default:
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goto fail;
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}
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if (!vgmstream_open_stream(vgmstream, sf, start_offset))
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goto fail;
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return vgmstream;
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fail:
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close_vgmstream(vgmstream);
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return NULL;
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}
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