vgmstream/src/meta/tac.c
bnnm f064086d5e Fix tri-Ace codec joint stereo output
Codec should now be accurate (thanks Nisto for figuring out all this)
2021-03-04 20:04:45 +01:00

70 lines
2.6 KiB
C

#include "meta.h"
#include "../coding/coding.h"
/* tri-Ace codec file [Star Ocean 3 (PS2), Valkyrie Profile 2 (PS2), Radiata Stories (PS2)] */
VGMSTREAM* init_vgmstream_tac(STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
int loop_flag, channel_count;
uint16_t loop_frame, frame_count, loop_discard, frame_last;
uint32_t info_offset, loop_offset, stream_size, file_size;
off_t start_offset;
/* checks */
/* (extensionless): bigfiles have no known names (libs calls mention "St*" and "Sac*" though)
* .aac: fake for convenience given it's a tri-Ace AAC's grandpa (but don't use unless you must)
* .pk3/.20: extremely ugly fake extensions randomly given by an old extractor, *DON'T* */
if (!check_extensions(sf, ",aac,laac"))
goto fail;
/* file is validated on decoder init, early catch of simple errors (see tac_decoder_lib.h for full header) */
info_offset = read_u32le(0x00,sf);
if (info_offset > 0x4E000 || info_offset < 0x20) /* offset points to value inside first "block" */
goto fail;
loop_frame = read_u16le(0x08,sf);
loop_discard = read_u16le(0x0a,sf);
frame_count = read_u16le(0x0c,sf);
frame_last = read_u16le(0x0e,sf);
loop_offset = read_u32le(0x10,sf);
stream_size = read_u32le(0x14,sf);
if (stream_size % 0x4E000 != 0) /* multiple of blocks */
goto fail;
/* actual file can truncate last block */
file_size = get_streamfile_size(sf);
if (file_size > stream_size || file_size < stream_size - 0x4E000)
goto fail;
channel_count = 2; /* always stereo */
loop_flag = (loop_offset != stream_size); /* actual check may be loop_frame > 0? */
start_offset = 0;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count, loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_TAC;
vgmstream->sample_rate = 48000;
/* Frame at count/loop outputs less than full 1024 samples (thus loop or count-1 + extra).
* A few files may pop when looping, but this seems to match game/emulator. */
vgmstream->num_samples = (frame_count - 1) * 1024 + (frame_last + 1);
vgmstream->loop_start_sample = (loop_frame - 1) * 1024 + loop_discard;
vgmstream->loop_end_sample = vgmstream->num_samples;
{
vgmstream->codec_data = init_tac(sf);
if (!vgmstream->codec_data) goto fail;
vgmstream->coding_type = coding_TAC;
vgmstream->layout_type = layout_none;
}
if (!vgmstream_open_stream(vgmstream, sf, start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}