mirror of
https://github.com/vgmstream/vgmstream.git
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262 lines
8.8 KiB
C
262 lines
8.8 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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/* XWAV - streams for newer feelplus-related games [No More Heroes: Heroes Paradise (PS3/X360), Moon Diver (PS3/X360)] */
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VGMSTREAM* init_vgmstream_xwav_new(STREAMFILE* sf) {
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VGMSTREAM* vgmstream = NULL;
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off_t start_offset, data_size;
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int loop_flag = 0, channels, codec, sample_rate;
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int32_t num_samples, loop_start, loop_end;
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/* checks */
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if (!is_id32le(0x00,sf, "XWAV"))
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goto fail;
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/* .xwv: actual extension [Moon Diver (PS3/X360)]
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* .vawx: header id */
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if (!check_extensions(sf, "xwv,vawx"))
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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: data size
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* 0x08: version (always 3)
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* 0x0a: sub-version (0 in NMH/NNN2, 5 in MD)
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* 0x0c: ? (0080 + some value)
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* 0x10: ? (00402000)
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* 0x14: ? (3380)
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* 0x16: file number
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* 0x18: null
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* 0x1c: null
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* 0x20: file name in a custom 40-char (RADIX style) encoding
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*/
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start_offset = 0x800;
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/* parse header */
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{
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/* 0x00: stream size */
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/* 0x04: ? */
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codec = read_u8(0x30 + 0x06,sf);
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loop_flag = read_u8(0x30 + 0x07,sf);
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/* 0x08: ? */
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channels = read_u8(0x30 + 0x09,sf);
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/* 0x0a: seek entries */
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num_samples = read_u32be(0x30 + 0x0c,sf);
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sample_rate = read_u32be(0x30 + 0x10,sf);
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loop_start = read_u32be(0x30 + 0x14,sf);
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loop_end = read_u32be(0x30 + 0x18,sf);
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/* rest: ? (also see xse) */
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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_XWAV;
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vgmstream->num_samples = num_samples;
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vgmstream->sample_rate = sample_rate;
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switch(codec) {
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case 2: /* No Nore Heroes (PS3) */
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vgmstream->coding_type = coding_PSX;
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vgmstream->layout_type = channels == 6 ? layout_blocked_xwav : layout_interleave;
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vgmstream->interleave_block_size = 0x10;
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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_FFMPEG
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case 1: { /* No Nore Heroes (X360), Moon Diver (X360), Ninety-Nine Nights 2 (X360) */
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int block_size = 0x10000; /* XWAV new default */
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int block_count = read_u16be(0x30 + 0x0A, sf); /* also at 0x56 */
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data_size = get_streamfile_size(sf) - start_offset;
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vgmstream->codec_data = init_ffmpeg_xma2_raw(sf, start_offset, data_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,data_size, 0, 0,0);
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break;
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}
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case 6: /* (used? same as SDRH) */
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case 7: /* Moon Diver (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, matches XMA (needed as many files start with garbage) */
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data_size = read_u32be(0x54,sf);
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vgmstream->num_samples = atrac3_bytes_to_samples(data_size, block_align) - encoder_delay; /* original samples break looping in some files otherwise */
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vgmstream->codec_data = init_ffmpeg_atrac3_raw(sf, start_offset, data_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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/* XWAV - streams for older feelplus-related games [Bullet Witch (X360), Lost Odyssey (X360)] */
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VGMSTREAM* init_vgmstream_xwav_old(STREAMFILE* sf) {
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VGMSTREAM* vgmstream = NULL;
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off_t start_offset, data_size;
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int loop_flag = 0, channels, codec, tracks, sample_rate;
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int32_t num_samples, loop_start, loop_end;
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/* checks */
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if (!is_id32be(0x00,sf, "XWAV"))
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goto fail;
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/* .xwv: actual extension [Bullet Witch (X360), Lost Odyssey Demo (X360)] */
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if (!check_extensions(sf, "xwv"))
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goto fail;
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/* similar to newer version but LE and a bit more complex */
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/* 0x04: data size
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* 0x08: version (always 2)
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* 0x0a: sub-version? (0x100/200/300 in LO, 0x200 in BW)
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* 0x0c: ?
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* 0x10: start offset (in 0x10s)
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* 0x12: ? (low number)
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* 0x20: stream size
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* 0x24: ?
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* 0x26: codec?
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* 0x27: tracks
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* rest varies depending on codec
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*/
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start_offset = read_u16le(0x10,sf) * 0x10;
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codec = read_u8(0x26,sf);
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tracks = read_u8(0x27,sf);
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switch(codec) {
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case 2: /* PSX */
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/* 0x2c: null? */
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num_samples = read_u32le(0x30,sf);
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sample_rate = read_u16le(0x34,sf);
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channels = read_u8(0x37,sf);
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loop_start = read_u32le(0x38,sf);
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loop_end = read_u32le(0x3c,sf);
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if (tracks > 1)
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goto fail;
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break;
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case 4: /* XMA */
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num_samples = read_u32le(0x2c,sf);
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/* 0x30: xma blocks of 0x8000 */
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sample_rate = read_u16le(0x34,sf);
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/* 0x38: ? (0x10/20) */
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/* 0x3c: null */
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loop_start = read_u32le(0x48,sf); /* per stream, but all should match */
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loop_end = read_u32le(0x4C,sf);
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/* listed as XMA streams like XMA1, but XMA2 shouldn't need this (uses proper Nch XMA2) */
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{
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channels = 0;
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for (int i = 0; i < tracks; i++) {
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/* 0x00: null */
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/* 0x04: null */
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/* 0x06: channel layout null */
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channels += read_u8(0x40 + 0x10 * i + 0x07,sf);
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/* 0x08: loop start */
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/* 0x0c: loop end */
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}
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}
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/* next is a seek table, padded to 0x10 */
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break;
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default:
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goto fail;
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}
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loop_flag = loop_end > 0;
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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_XWAV;
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vgmstream->sample_rate = sample_rate;
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vgmstream->num_samples = num_samples;
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switch(codec) {
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case 2: /* Bullet Witch (X360) (seems unused as there are .xwb) */
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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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vgmstream->loop_start_sample = ps_bytes_to_samples(loop_start, channels);
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vgmstream->loop_end_sample = ps_bytes_to_samples(loop_end, channels);
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break;
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#ifdef VGM_USE_FFMPEG
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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 = read_u16be(0x30, sf);
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data_size = get_streamfile_size(sf) - start_offset;
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vgmstream->codec_data = init_ffmpeg_xma2_raw(sf, start_offset, data_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, data_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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