mirror of
https://github.com/vgmstream/vgmstream.git
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169dc6bb5b
added PDT (Mario Party) git-svn-id: https://vgmstream.svn.sourceforge.net/svnroot/vgmstream@448 51a99a44-fe44-0410-b1ba-c3e57ba2b86b
509 lines
19 KiB
C
509 lines
19 KiB
C
/*
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* vgmstream.h - definitions for VGMSTREAM, encapsulating a multi-channel, looped audio stream
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*/
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#ifndef _VGMSTREAM_H
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#define _VGMSTREAM_H
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/* Vorbis and MPEG decoding are done by external libraries.
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* If someone wants to do a standalone build, they can do it by simply
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* removing these defines (and the references to the libraries in the
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* Makefile) */
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#define VGM_USE_VORBIS
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#define VGM_USE_MPEG
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#include "streamfile.h"
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#include "coding/g72x_state.h"
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#ifdef VGM_USE_VORBIS
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#include <vorbis/vorbisfile.h>
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#endif
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#ifdef VGM_USE_MPEG
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#include <mpg123.h>
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#endif
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#include "coding/acm_decoder.h"
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#include "coding/nwa_decoder.h"
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/* The encoding type specifies the format the sound data itself takes */
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typedef enum {
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/* 16-bit PCM */
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coding_PCM16BE, /* big endian 16-bit PCM */
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coding_PCM16LE, /* little endian 16-bit PCM */
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coding_PCM16LE_int, /* little endian 16-bit PCM with sample-level
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interleave handled by the decoder */
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/* 8-bit PCM */
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coding_PCM8, /* 8-bit PCM */
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coding_PCM8_int, /* 8-Bit PCM with sample-level interleave handled
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by the decoder */
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coding_PCM8_SB_int, /* 8-bit PCM, sign bit (others are 2's complement),
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sample-level interleave */
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/* 4-bit ADPCM */
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coding_NDS_IMA, /* IMA ADPCM w/ NDS layout */
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coding_CRI_ADX, /* CRI ADX */
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coding_NGC_DSP, /* NGC ADPCM, called DSP */
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coding_NGC_DTK, /* NGC hardware disc ADPCM, called DTK, TRK or ADP */
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coding_G721, /* CCITT G.721 ADPCM */
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coding_NGC_AFC, /* NGC ADPCM, called AFC */
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coding_PSX, /* PSX & PS2 ADPCM */
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coding_invert_PSX, /* PSX ADPCM with first byte of frame inverted */
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coding_PSX_badflags, /* with garbage in the flags byte */
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coding_XA, /* PSX CD-XA */
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coding_XBOX, /* XBOX IMA */
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coding_EAXA, /* EA/XA ADPCM */
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coding_EA_ADPCM, /* EA ADPCM */
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#ifdef VGM_USE_VORBIS
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coding_ogg_vorbis, /* vorbis */
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#endif
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coding_SDX2, /* SDX2 2:1 Squareroot-Delta-Exact compression */
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coding_SDX2_int, /* SDX2 2:1 Squareroot-Delta-Exact compression,
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with smaple-level interleave handled by the
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decoder */
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coding_DVI_IMA, /* DVI (bare IMA, high nibble first), aka ADP4 */
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coding_INT_DVI_IMA, /* Interleaved DVI */
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coding_EACS_IMA,
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coding_IMA, /* bare IMA, low nibble first */
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coding_INT_IMA, /* */
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coding_WS, /* Westwood Studios' custom VBR ADPCM */
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#ifdef VGM_USE_MPEG
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coding_fake_MPEG2_L2, /* MPEG-2 Layer 2 (AHX), with lying headers */
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/* I don't even know offhand if all these combinations exist... */
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coding_MPEG1_L1,
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coding_MPEG1_L2,
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coding_MPEG1_L3, /* good ol' MPEG-1 Layer 3 (MP3) */
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coding_MPEG2_L1,
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coding_MPEG2_L2,
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coding_MPEG2_L3,
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coding_MPEG25_L1,
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coding_MPEG25_L2,
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coding_MPEG25_L3,
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#endif
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coding_ACM, /* InterPlay ACM */
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/* compressed NWA at various levels */
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coding_NWA0,
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coding_NWA1,
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coding_NWA2,
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coding_NWA3,
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coding_NWA4,
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coding_NWA5,
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coding_MSADPCM, /* Microsoft ADPCM */
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coding_AICA, /* Yamaha AICA ADPCM */
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} coding_t;
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/* The layout type specifies how the sound data is laid out in the file */
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typedef enum {
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/* generic */
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layout_none, /* straight data */
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/* interleave */
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layout_interleave, /* equal interleave throughout the stream */
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layout_interleave_shortblock, /* interleave with a short last block */
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layout_interleave_byte, /* full byte interleave */
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/* headered blocks */
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layout_ast_blocked, /* .ast STRM with BLCK blocks*/
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layout_halpst_blocked, /* blocks with HALPST-format header */
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layout_xa_blocked,
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layout_ea_blocked,
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layout_eacs_blocked,
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layout_caf_blocked,
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layout_wsi_blocked,
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layout_str_snds_blocked,
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layout_ws_aud_blocked,
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layout_matx_blocked,
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layout_de2_blocked,
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layout_xvas_blocked,
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#if 0
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layout_strm_blocked, /* */
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#endif
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/* otherwise odd */
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layout_dtk_interleave, /* dtk interleaves channels by nibble */
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#ifdef VGM_USE_VORBIS
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layout_ogg_vorbis, /* ogg vorbis file */
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#endif
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#ifdef VGM_USE_MPEG
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layout_fake_mpeg, /* MPEG audio stream with bad frame headers (AHX) */
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layout_mpeg, /* proper MPEG audio stream */
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#endif
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layout_acm, /* dummy, let libacm handle layout */
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layout_mus_acm, /* mus has multi-files to deal with */
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layout_aix, /* CRI AIX's wheels within wheels */
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} layout_t;
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/* The meta type specifies how we know what we know about the file. We may know because of a header we read, some of it may have been guessed from filenames, etc. */
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typedef enum {
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/* DSP-specific */
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meta_DSP_STD, /* standard GC ADPCM (DSP) header */
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meta_DSP_CSTR, /* Star Fox Assault "Cstr" */
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meta_DSP_RS03, /* Metroid Prime 2 "RS03" */
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meta_DSP_STM, /* Paper Mario 2 STM */
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meta_DSP_HALP, /* SSB:M "HALPST" */
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meta_DSP_AGSC, /* Metroid Prime 2 title */
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meta_DSP_MPDSP, /* Monopoly Party single header stereo */
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meta_DSP_JETTERS, /* Bomberman Jetters .dsp */
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meta_DSP_MSS,
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meta_DSP_GCM,
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meta_DSP_STR, /* Conan .str files */
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meta_DSP_SADB, /* .sad */
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meta_DSP_WSI, /* .wsi */
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meta_DSP_AMTS, /* .amts */
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meta_DSP_WII_IDSP, /* .gcm with IDSP header */
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/* Nintendo */
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meta_STRM, /* STRM */
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meta_RSTM, /* RSTM (similar to STRM) */
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meta_AFC, /* AFC */
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meta_AST, /* AST */
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meta_RWSD, /* single-stream RWSD */
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meta_RSTM_SPM, /* RSTM with 44->22khz hack */
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/* CRI ADX */
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meta_ADX_03, /* ADX "type 03" */
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meta_ADX_04, /* ADX "type 04" */
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meta_ADX_05, /* ADX "type 05" */
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meta_AIX, /* CRI AIX */
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/* etc */
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meta_NGC_ADPDTK, /* NGC DTK/ADP, no header (.adp) */
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meta_kRAW, /* almost headerless PCM */
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meta_RSF, /* Retro Studios RSF, no header (.rsf) */
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meta_HALPST, /* HAL Labs HALPST */
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meta_GCSW, /* GCSW (PCM) */
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meta_CFN, /* Namco CAF Audio File */
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meta_PS2_SShd, /* .ADS with SShd header */
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meta_PS2_NPSF, /* Namco Production Sound File */
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meta_PS2_RXW, /* Sony Arc The Lad Sound File */
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meta_PS2_RAW, /* RAW Interleaved Format */
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meta_PS2_EXST, /* Shadow of Colossus EXST */
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meta_PS2_SVAG, /* Konami SVAG */
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meta_PS2_MIB, /* MIB File */
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meta_PS2_MIB_MIH, /* MIB File + MIH Header*/
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meta_PS2_MIC, /* KOEI MIC File */
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meta_PS2_VAGi, /* VAGi Interleaved File */
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meta_PS2_VAGp, /* VAGp Mono File */
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meta_PS2_VAGm, /* VAGp Mono File */
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meta_PS2_pGAV, /* VAGp with Little Endian Header */
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meta_PSX_GMS, /* GMS File (used in PS1 & PS2) */
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meta_PS2_STR, /* Pacman STR+STH files */
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meta_PS2_ILD, /* ILD File */
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meta_PS2_PNB, /* PsychoNauts Bgm File */
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meta_PSX_XA, /* CD-XA with RIFF header */
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meta_PS2_VAGs, /* VAG Stereo from Kingdom Hearts */
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meta_PS2_VPK, /* VPK Audio File */
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meta_PS2_BMDX, /* Beatmania thing */
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meta_PS2_IVB, /* Langrisser 3 IVB */
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meta_PS2_SVS, /* Square SVS */
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meta_XSS, /* Dino Crisis 3 */
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meta_SL3, /* Test Drive Unlimited */
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meta_HGC1, /* Knights of the Temple 2 */
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meta_AUS, /* Variuos Capcom Games */
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meta_RWS, /* Variuos Konami Games */
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meta_RSD, /* Crash Bandicoot Games */
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meta_FSB3, /* FMOD Sample Bank, version 3 */
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meta_RWX, /* Air Force Delta Storm (XBOX) */
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meta_XWB, /* King of Fighters (XBOX) */
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meta_XA30, /* Driver - Parallel Lines (PS2) */
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meta_MUSC, /* Spyro Games, possibly more */
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meta_MUSX, /* Spyro Games, possibly more */
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meta_LEG, /* Legaia 2 */
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meta_FILP, /* Resident Evil - Dead Aim */
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meta_IKM, /* Zwei! */
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meta_SFS, /* Baroque */
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meta_BG00, /* Ibara, Mushihimesama */
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meta_PS2_RSTM, /* Midnight Club 3 */
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meta_PS2_KCES, /* Dance Dance Revolution */
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meta_PS2_DXH, /* Tokobot Plus - Myteries of the Karakuri */
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meta_PS2_PSH, /* Dawn of Mana - Seiken Densetsu 4 */
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meta_PCM, /* Ephemeral Fantasia, Lunar - Eternal Blue */
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meta_PS2_RKV, /* Legacy of Kain - Blood Omen 2 */
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meta_PS2_PSW, /* Rayman Raving Rabbids */
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meta_PS2_VAS, /* Pro Baseball Spirits 5 */
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meta_PS2_TEC, /* TECMO badflagged stream */
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meta_PS2_ENTH, /* Enthusia */
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meta_SDT, /* Baldur's Gate - Dark Alliance */
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meta_NGC_TYDSP, /* Ty - The Tasmanian Tiger */
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meta_NGC_SWD, /* Conflict - Desert Storm 1 & 2 */
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meta_NGC_VJDSP, /* Viewtiful Joe */
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meta_DC_STR, /* Evil Dead */
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meta_NGC_BH2PCM, /* Bio Hazard 2 */
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meta_SAT_SAP, /* Bubble Symphony */
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meta_DC_IDVI, /* Eldorado Gate */
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meta_KRAW, /* Geometry Wars - Galaxies */
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meta_PS2_OMU, /* PS2 Int file with Header */
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meta_PS2_XA2, /* XA2 XG3 file */
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meta_IDSP, /* Chronicles of Narnia */
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meta_NGC_YMF, /* WWE WrestleMania X8 */
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meta_SADL, /* .sad */
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meta_PS2_CCC, /* Tokyo Xtreme Racer DRIFT 2 */
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meta_PSX_FAG, /* Jackie Chan - Stuntmaster */
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meta_PS2_MIHB, /* Merged MIH+MIB */
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meta_NGC_PDT, /* Mario Party 6 */
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meta_XBOX_WAVM, /* XBOX WAVM File */
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meta_XBOX_RIFF, /* XBOX RIFF/WAVE File */
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meta_XBOX_WVS, /* XBOX WVS */
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meta_XBOX_STMA, /* XBOX STMA */
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meta_XBOX_MATX, /* XBOX MATX */
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meta_XBOX_XMU, /* XBOX XMU */
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meta_XBOX_XVAS, /* XBOX VAS */
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meta_EAXA_R2, /* EA XA Release 2 */
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meta_EAXA_R3, /* EA XA Release 3 */
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meta_EAXA_PSX, /* EA with PSX ADPCM */
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meta_EACS_PC, /* EACS PC */
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meta_EACS_PSX, /* EACS PSX */
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meta_EACS_SAT, /* EACS SATURN */
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meta_EA_ADPCM, /* EA XA ADPCM */
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meta_EA_IMA, /* EA IMA */
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meta_EA_PCM, /* EA PCM */
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meta_RAW, /* RAW PCM file */
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meta_GENH, /* generic header */
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#ifdef VGM_USE_VORBIS
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meta_ogg_vorbis, /* ogg vorbis */
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meta_OGG_SLI, /* Ogg Vorbis file w/ companion .sli for looping */
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meta_OGG_SLI2, /* Ogg Vorbis file w/ different styled .sli for looping */
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meta_OGG_SFL, /* Ogg Vorbis file w/ .sfl (RIFF SFPL) for looping */
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meta_um3_ogg, /* Ogg Vorbis with first 0x800 bytes XOR 0xFF */
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#endif
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meta_AIFC, /* Audio Interchange File Format AIFF-C */
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meta_AIFF, /* Audio Interchange File Format */
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meta_STR_SNDS, /* .str with SNDS blocks and SHDR header */
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meta_WS_AUD, /* Westwood Studios .aud */
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meta_WS_AUD_old, /* Westwood Studios .aud, old style */
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#ifdef VGM_USE_MPEG
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meta_AHX, /* CRI AHX header (same structure as ADX) */
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#endif
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meta_RIFF_WAVE, /* RIFF, for WAVs */
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meta_RIFF_WAVE_POS, /* .wav + .pos for looping */
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meta_RIFF_WAVE_labl_Marker, /* RIFF w/ loop Markers in LIST-adtl-labl */
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meta_NWA, /* Visual Art's NWA */
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meta_NWA_NWAINFOINI, /* NWA w/ NWAINFO.INI for looping */
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meta_NWA_GAMEEXEINI, /* NWA w/ Gameexe.ini for looping */
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meta_DVI, /* DVI Interleaved */
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meta_KCEY, /* KCEYCOMP */
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meta_ACM, /* InterPlay ACM header */
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meta_MUS_ACM, /* MUS playlist of InterPlay ACM files */
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meta_DE2, /* Falcom (Gurumin) .de2 */
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} meta_t;
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typedef struct {
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STREAMFILE * streamfile; /* file used by this channel */
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off_t channel_start_offset; /* where data for this channel begins */
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off_t offset; /* current location in the file */
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off_t frame_header_offset; /* offset of the current frame header (for WS) */
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int samples_left_in_frame; /* for WS */
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/* format specific */
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/* adpcm */
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int16_t adpcm_coef[16]; /* for formats with decode coefficients built in */
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union {
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int16_t adpcm_history1_16; /* previous sample */
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int32_t adpcm_history1_32;
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};
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union {
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int16_t adpcm_history2_16; /* previous previous sample */
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int32_t adpcm_history2_32;
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};
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int adpcm_step_index; /* for IMA */
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int adpcm_scale; /* for MS ADPCM */
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struct g72x_state g72x_state; /* state for G.721 decoder, sort of big but we
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might as well keep it around */
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#ifdef DEBUG
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int samples_done;
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int16_t loop_history1,loop_history2;
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#endif
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} VGMSTREAMCHANNEL;
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typedef struct {
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/* basics */
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int32_t num_samples; /* the actual number of samples in this stream */
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int32_t sample_rate; /* sample rate in Hz */
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int channels; /* number of channels */
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coding_t coding_type; /* type of encoding */
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layout_t layout_type; /* type of layout for data */
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meta_t meta_type; /* how we know the metadata */
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/* looping */
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int loop_flag; /* is this stream looped? */
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int32_t loop_start_sample; /* first sample of the loop (included in the loop) */
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int32_t loop_end_sample; /* last sample of the loop (not included in the loop) */
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/* channels */
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VGMSTREAMCHANNEL * ch; /* pointer to array of channels */
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/* channel copies */
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VGMSTREAMCHANNEL * start_ch; /* copies of channel status as they were at the beginning of the stream */
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VGMSTREAMCHANNEL * loop_ch; /* copies of channel status as they were at the loop point */
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/* layout-specific */
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int32_t current_sample; /* number of samples we've passed */
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int32_t samples_into_block; /* number of samples into the current block */
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/* interleave */
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size_t interleave_block_size; /* interleave for this file */
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size_t interleave_smallblock_size; /* smaller interleave for last block */
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/* headered blocks */
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off_t current_block_offset; /* start of this block (offset of block header) */
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size_t current_block_size; /* size of the block we're in now */
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off_t next_block_offset; /* offset of header of the next block */
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int hit_loop; /* have we seen the loop yet? */
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/* loop layout (saved values) */
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int32_t loop_sample; /* saved from current_sample, should be loop_start_sample... */
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int32_t loop_samples_into_block; /* saved from samples_into_block */
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off_t loop_block_offset; /* saved from current_block_offset */
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size_t loop_block_size; /* saved from current_block_size */
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off_t loop_next_block_offset; /* saved from next_block_offset */
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uint8_t xa_channel; /* Selected XA Channel */
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int32_t xa_sector_length; /* XA block */
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int8_t get_high_nibble;
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uint8_t ea_big_endian; /* Big Endian ? */
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uint8_t ea_compression_type;
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uint8_t ea_compression_version;
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uint8_t ea_platform;
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int32_t ws_output_size; /* output bytes for this block */
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void * start_vgmstream; /* a copy of the VGMSTREAM as it was at the beginning of the stream */
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/* Data the codec needs for the whole stream. This is for codecs too
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* different from vgmstream's structure to be reasonably shoehorned into
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* using the ch structures.
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* Note also that support must be added for resetting, looping and
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* closing for every codec that uses this, as it will not be handled. */
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void * codec_data;
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} VGMSTREAM;
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#ifdef VGM_USE_VORBIS
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typedef struct {
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STREAMFILE *streamfile;
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ogg_int64_t offset;
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ogg_int64_t size;
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} ogg_vorbis_streamfile;
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typedef struct {
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OggVorbis_File ogg_vorbis_file;
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int bitstream;
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ogg_vorbis_streamfile ov_streamfile;
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} ogg_vorbis_codec_data;
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#endif
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#ifdef VGM_USE_MPEG
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#define AHX_EXPECTED_FRAME_SIZE 0x414
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/* MPEG_BUFFER_SIZE should be >= AHX_EXPECTED_FRAME_SIZE */
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#define MPEG_BUFFER_SIZE 0x1000
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typedef struct {
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uint8_t buffer[MPEG_BUFFER_SIZE];
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int buffer_used;
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int buffer_full;
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size_t bytes_in_buffer;
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mpg123_handle *m;
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} mpeg_codec_data;
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#endif
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/* with one file this is also used for just
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ACM */
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typedef struct {
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int file_count;
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int current_file;
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/* the index we return to upon loop completion */
|
|
int loop_start_file;
|
|
/* one after the index of the last file, typically
|
|
* will be equal to file_count */
|
|
int loop_end_file;
|
|
/* Upon exit from a loop, which file to play. */
|
|
/* -1 if there is no such file */
|
|
/*int end_file;*/
|
|
ACMStream **files;
|
|
} mus_acm_codec_data;
|
|
|
|
#define AIX_BUFFER_SIZE 0x1000
|
|
/* AIXery */
|
|
typedef struct {
|
|
sample buffer[AIX_BUFFER_SIZE];
|
|
int segment_count;
|
|
int stream_count;
|
|
int current_segment;
|
|
/* one per segment */
|
|
int32_t *sample_counts;
|
|
/* organized like:
|
|
* segment1_stream1, segment1_stream2, segment2_stream1, segment2_stream2*/
|
|
VGMSTREAM **adxs;
|
|
} aix_codec_data;
|
|
|
|
/* for compressed NWA */
|
|
typedef struct {
|
|
NWAData *nwa;
|
|
} nwa_codec_data;
|
|
|
|
/* do format detection, return pointer to a usable VGMSTREAM, or NULL on failure */
|
|
VGMSTREAM * init_vgmstream(const char * const filename);
|
|
|
|
VGMSTREAM * init_vgmstream_from_STREAMFILE(STREAMFILE *streamFile);
|
|
|
|
/* reset a VGMSTREAM to start of stream */
|
|
void reset_vgmstream(VGMSTREAM * vgmstream);
|
|
|
|
/* allocate a VGMSTREAM and channel stuff */
|
|
VGMSTREAM * allocate_vgmstream(int channel_count, int looped);
|
|
|
|
/* deallocate, close, etc. */
|
|
void close_vgmstream(VGMSTREAM * vgmstream);
|
|
|
|
/* calculate the number of samples to be played based on looping parameters */
|
|
int32_t get_vgmstream_play_samples(double looptimes, double fadeseconds, double fadedelayseconds, VGMSTREAM * vgmstream);
|
|
|
|
/* render! */
|
|
void render_vgmstream(sample * buffer, int32_t sample_count, VGMSTREAM * vgmstream);
|
|
|
|
/* smallest self-contained group of samples is a frame */
|
|
int get_vgmstream_samples_per_frame(VGMSTREAM * vgmstream);
|
|
/* number of bytes per frame */
|
|
int get_vgmstream_frame_size(VGMSTREAM * vgmstream);
|
|
/* in NDS IMA the frame size is the block size, so the last one is short */
|
|
int get_vgmstream_samples_per_shortframe(VGMSTREAM * vgmstream);
|
|
int get_vgmstream_shortframe_size(VGMSTREAM * vgmstream);
|
|
|
|
/* Assume that we have written samples_written into the buffer already, and we have samples_to_do consecutive
|
|
* samples ahead of us. Decode those samples into the buffer. */
|
|
void decode_vgmstream(VGMSTREAM * vgmstream, int samples_written, int samples_to_do, sample * buffer);
|
|
|
|
/* Assume additionally that we have samples_to_do consecutive samples in "data",
|
|
* and this this is for channel number "channel" */
|
|
void decode_vgmstream_mem(VGMSTREAM * vgmstream, int samples_written, int samples_to_do, sample * buffer, uint8_t * data, int channel);
|
|
|
|
/* calculate number of consecutive samples to do (taking into account stopping for loop start and end) */
|
|
int vgmstream_samples_to_do(int samples_this_block, int samples_per_frame, VGMSTREAM * vgmstream);
|
|
|
|
/* Detect start and save values, also detect end and restore values. Only works on exact sample values.
|
|
* Returns 1 if loop was done. */
|
|
int vgmstream_do_loop(VGMSTREAM * vgmstream);
|
|
|
|
/* Write a description of the stream into array pointed by desc,
|
|
* which must be length bytes long. Will always be null-terminated if length > 0
|
|
*/
|
|
void describe_vgmstream(VGMSTREAM * vgmstream, char * desc, int length);
|
|
|
|
/* See if there is a second file which may be the second channel, given
|
|
* already opened mono opened_stream which was opened from filename.
|
|
* If a suitable file is found, open it and change opened_stream to a
|
|
* stereo stream. */
|
|
void try_dual_file_stereo(VGMSTREAM * opened_stream, STREAMFILE *streamFile);
|
|
|
|
#endif
|