mirror of
https://github.com/vgmstream/vgmstream.git
synced 2024-12-22 03:15:54 +01:00
86 lines
3.4 KiB
C
86 lines
3.4 KiB
C
#include "meta.h"
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#include "../coding/coding.h"
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#include "vsv_streamfile.h"
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/* .VSV - from Square Enix games [Dawn of Mana: Seiken Densetsu 4 (PS2), Kingdom Hearts Re:Chain of Memories (PS2)] */
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VGMSTREAM * init_vgmstream_vsv(STREAMFILE *streamFile) {
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VGMSTREAM * vgmstream = NULL;
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STREAMFILE *temp_streamFile = NULL;
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off_t start_offset;
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int loop_flag, channel_count, flags, sample_rate, is_rs;
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size_t loop_start, adjust, data_size, interleave;
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/* checks */
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/* .vsv: extension from internal filenames [KH Re:CoM (PS2), DoM (PS2), KH HD I.5 + II.5 ReMIX (PS4)]
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* .psh: fake */
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if (!check_extensions(streamFile, "vsv,psh"))
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goto fail;
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/* 0x00(1x4): flags/config? */
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if ((uint8_t)read_8bit(0x03,streamFile) > 0x64) /* possibly volume */
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goto fail;
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if ((uint8_t)read_8bit(0x0a,streamFile) != 0) /* not seen */
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goto fail;
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/* Romancing SaGa (PS2) uses an earlier? version, this seems to work */
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is_rs = ((uint16_t)read_16bitLE(0x00,streamFile) == 0);
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start_offset = 0x00; /* correct, but needs some tricks to fix sound (see below) */
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interleave = 0x800;
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adjust = (uint16_t)read_16bitLE(0x04,streamFile);
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loop_start = ((uint16_t)read_16bitLE(0x06,streamFile) & 0x7FFF) * interleave;
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loop_flag = (uint16_t)read_16bitLE(0x06,streamFile) & 0x8000; /* loop_start != 0 works too, no files loop from beginning to end */
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sample_rate = (uint16_t)read_16bitLE(0x08,streamFile);
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flags = (uint8_t)read_8bit (0x0b,streamFile); /* values: 0x01=stereo, 0x10=mono */
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data_size = (uint16_t)read_16bitLE(0x0c,streamFile) * interleave;
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/* 0x0e: ? (may be a low-ish value) */
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channel_count = (flags & 1) ? 2 : 1;
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/* must discard to avoid wrong loops and unwanted data (easier to see in voices) */
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if (!is_rs) { /* RS doesn't do this */
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/* adjust & 0xF800 is unknown (values=0x0000|0x0800|0xF800, can be mono/stereo, loop/no, adjust/no) */
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size_t discard = adjust & 0x07FF;
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/* at (file_end - 0x800 + discard) is a 0x03 PS flag to check this (adjust 0 does discard full block) */
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data_size -= (0x800 - discard) * channel_count;
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}
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/* build the VGMSTREAM */
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vgmstream = allocate_vgmstream(channel_count, loop_flag);
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if (!vgmstream) goto fail;
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vgmstream->meta_type = meta_VSV;
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vgmstream->sample_rate = sample_rate;
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vgmstream->num_samples = ps_bytes_to_samples(data_size, channel_count);
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vgmstream->loop_start_sample = ps_bytes_to_samples(loop_start, channel_count);
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vgmstream->loop_end_sample = vgmstream->num_samples;
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/* these loops are odd, but comparing the audio wave with the OSTs values seem correct */
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if (is_rs) {
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vgmstream->loop_start_sample -= ps_bytes_to_samples(channel_count*interleave,channel_count); /* maybe *before* loop block? */
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vgmstream->loop_start_sample -= ps_bytes_to_samples(0x200*channel_count,channel_count); /* maybe default adjust? */
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}
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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 = interleave;
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temp_streamFile = setup_vsv_streamfile(streamFile);
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if (!temp_streamFile) goto fail;
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if (!vgmstream_open_stream(vgmstream, temp_streamFile, start_offset))
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goto fail;
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close_streamfile(temp_streamFile);
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return vgmstream;
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fail:
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close_streamfile(temp_streamFile);
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close_vgmstream(vgmstream);
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return NULL;
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}
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