vgmstream/src/meta/xwav.c

262 lines
8.8 KiB
C

#include "meta.h"
#include "../layout/layout.h"
#include "../coding/coding.h"
/* XWAV - streams for newer feelplus-related games [No More Heroes: Heroes Paradise (PS3/X360), Moon Diver (PS3/X360)] */
VGMSTREAM* init_vgmstream_xwav_new(STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
off_t start_offset, data_size;
int loop_flag = 0, channels, codec, sample_rate;
int32_t num_samples, loop_start, loop_end;
/* checks */
if (!is_id32le(0x00,sf, "XWAV"))
goto fail;
/* .xwv: actual extension [Moon Diver (PS3/X360)]
* .vawx: header id */
if (!check_extensions(sf, "xwv,vawx"))
goto fail;
/* similar to older version but BE and a bit less complex */
/* 0x04: data size
* 0x08: version (always 3)
* 0x0a: sub-version (0 in NMH/NNN2, 5 in MD)
* 0x0c: ? (0080 + some value)
* 0x10: ? (00402000)
* 0x14: ? (3380)
* 0x16: file number
* 0x18: null
* 0x1c: null
* 0x20: file name in a custom 40-char (RADIX style) encoding
*/
start_offset = 0x800;
/* parse header */
{
/* 0x00: stream size */
/* 0x04: ? */
codec = read_u8(0x30 + 0x06,sf);
loop_flag = read_u8(0x30 + 0x07,sf);
/* 0x08: ? */
channels = read_u8(0x30 + 0x09,sf);
/* 0x0a: seek entries */
num_samples = read_u32be(0x30 + 0x0c,sf);
sample_rate = read_u32be(0x30 + 0x10,sf);
loop_start = read_u32be(0x30 + 0x14,sf);
loop_end = read_u32be(0x30 + 0x18,sf);
/* rest: ? (also see xse) */
}
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channels, loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_XWAV;
vgmstream->num_samples = num_samples;
vgmstream->sample_rate = sample_rate;
switch(codec) {
case 2: /* No Nore Heroes (PS3) */
vgmstream->coding_type = coding_PSX;
vgmstream->layout_type = channels == 6 ? layout_blocked_xwav : layout_interleave;
vgmstream->interleave_block_size = 0x10;
vgmstream->loop_start_sample = loop_start;
vgmstream->loop_end_sample = loop_end;
break;
#ifdef VGM_USE_FFMPEG
case 1: { /* No Nore Heroes (X360), Moon Diver (X360), Ninety-Nine Nights 2 (X360) */
int block_size = 0x10000; /* XWAV new default */
int block_count = read_u16be(0x30 + 0x0A, sf); /* also at 0x56 */
data_size = get_streamfile_size(sf) - start_offset;
vgmstream->codec_data = init_ffmpeg_xma2_raw(sf, start_offset, data_size, vgmstream->num_samples, vgmstream->channels, vgmstream->sample_rate, block_size, block_count);
if (!vgmstream->codec_data) goto fail;
vgmstream->coding_type = coding_FFmpeg;
vgmstream->layout_type = layout_none;
vgmstream->loop_start_sample = loop_start;
vgmstream->loop_end_sample = loop_end;
//todo fix loops/samples vs ATRAC3
/* may be only applying end_skip to num_samples? */
xma_fix_raw_samples(vgmstream, sf, start_offset,data_size, 0, 0,0);
break;
}
case 6: /* (used? same as SDRH) */
case 7: /* Moon Diver (PS3) */
case 8: { /* No More Heroes (PS3) */
int block_align, encoder_delay;
/* fixed for all rates? doesn't happen with other codecs, some files are 48000 already */
vgmstream->sample_rate = 48000;
block_align = (codec == 8 ? 0xC0 : codec == 0x07 ? 0x98 : 0x60) * vgmstream->channels;
encoder_delay = 1024 + 69*2; /* observed default, matches XMA (needed as many files start with garbage) */
data_size = read_u32be(0x54,sf);
vgmstream->num_samples = atrac3_bytes_to_samples(data_size, block_align) - encoder_delay; /* original samples break looping in some files otherwise */
vgmstream->codec_data = init_ffmpeg_atrac3_raw(sf, start_offset, data_size, vgmstream->num_samples,vgmstream->channels,vgmstream->sample_rate, block_align, encoder_delay);
if (!vgmstream->codec_data) goto fail;
vgmstream->coding_type = coding_FFmpeg;
vgmstream->layout_type = layout_none;
/* set offset samples (offset 0 jumps to sample 0 > pre-applied delay, and offset end loops after sample end > adjusted delay) */
vgmstream->loop_start_sample = atrac3_bytes_to_samples(loop_start, block_align); //- encoder_delay
vgmstream->loop_end_sample = atrac3_bytes_to_samples(loop_end, block_align) - encoder_delay;
break;
}
#endif
default:
goto fail;
}
if (!vgmstream_open_stream(vgmstream, sf, start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}
/* XWAV - streams for older feelplus-related games [Bullet Witch (X360), Lost Odyssey (X360)] */
VGMSTREAM* init_vgmstream_xwav_old(STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
off_t start_offset, data_size;
int loop_flag = 0, channels, codec, tracks, sample_rate;
int32_t num_samples, loop_start, loop_end;
/* checks */
if (!is_id32be(0x00,sf, "XWAV"))
goto fail;
/* .xwv: actual extension [Bullet Witch (X360), Lost Odyssey Demo (X360)] */
if (!check_extensions(sf, "xwv"))
goto fail;
/* similar to newer version but LE and a bit more complex */
/* 0x04: data size
* 0x08: version (always 2)
* 0x0a: sub-version? (0x100/200/300 in LO, 0x200 in BW)
* 0x0c: ?
* 0x10: start offset (in 0x10s)
* 0x12: ? (low number)
* 0x20: stream size
* 0x24: ?
* 0x26: codec?
* 0x27: tracks
* rest varies depending on codec
*/
start_offset = read_u16le(0x10,sf) * 0x10;
codec = read_u8(0x26,sf);
tracks = read_u8(0x27,sf);
switch(codec) {
case 2: /* PSX */
/* 0x2c: null? */
num_samples = read_u32le(0x30,sf);
sample_rate = read_u16le(0x34,sf);
channels = read_u8(0x37,sf);
loop_start = read_u32le(0x38,sf);
loop_end = read_u32le(0x3c,sf);
if (tracks > 1)
goto fail;
break;
case 4: /* XMA */
num_samples = read_u32le(0x2c,sf);
/* 0x30: xma blocks of 0x8000 */
sample_rate = read_u16le(0x34,sf);
/* 0x38: ? (0x10/20) */
/* 0x3c: null */
loop_start = read_u32le(0x48,sf); /* per stream, but all should match */
loop_end = read_u32le(0x4C,sf);
/* listed as XMA streams like XMA1, but XMA2 shouldn't need this (uses proper Nch XMA2) */
{
channels = 0;
for (int i = 0; i < tracks; i++) {
/* 0x00: null */
/* 0x04: null */
/* 0x06: channel layout null */
channels += read_u8(0x40 + 0x10 * i + 0x07,sf);
/* 0x08: loop start */
/* 0x0c: loop end */
}
}
/* next is a seek table, padded to 0x10 */
break;
default:
goto fail;
}
loop_flag = loop_end > 0;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channels, loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_XWAV;
vgmstream->sample_rate = sample_rate;
vgmstream->num_samples = num_samples;
switch(codec) {
case 2: /* Bullet Witch (X360) (seems unused as there are .xwb) */
vgmstream->coding_type = coding_PSX;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = 0x10;
vgmstream->loop_start_sample = ps_bytes_to_samples(loop_start, channels);
vgmstream->loop_end_sample = ps_bytes_to_samples(loop_end, channels);
break;
#ifdef VGM_USE_FFMPEG
case 4: { /* Lost Odyssey (X360) */
int block_size = 0x8000; /* XWAV old default */
int block_count = read_u16be(0x30, sf);
data_size = get_streamfile_size(sf) - start_offset;
vgmstream->codec_data = init_ffmpeg_xma2_raw(sf, start_offset, data_size, vgmstream->num_samples, vgmstream->channels, vgmstream->sample_rate, block_size, block_count);
if (!vgmstream->codec_data) goto fail;
vgmstream->coding_type = coding_FFmpeg;
vgmstream->layout_type = layout_none;
vgmstream->loop_start_sample = loop_start;
vgmstream->loop_end_sample = loop_end;
xma_fix_raw_samples(vgmstream, sf, start_offset, data_size, 0, 0, 1);
break;
}
#endif
default:
goto fail;
}
if (!vgmstream_open_stream(vgmstream, sf, start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}