mirror of
https://github.com/vgmstream/vgmstream.git
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99 lines
3.6 KiB
C
99 lines
3.6 KiB
C
#include "meta.h"
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#include "../coding/coding.h"
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/* XMA from Unreal Engine games */
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VGMSTREAM* init_vgmstream_xma_ue3(STREAMFILE *sf) {
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VGMSTREAM* vgmstream = NULL;
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off_t start_offset, chunk_offset;
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int loop_flag, channel_count, sample_rate, is_xma2_old = 0;
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int num_samples, loop_start_sample, loop_end_sample;
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size_t file_size, fmt_size, seek_size, data_size;
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/* checks */
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/* .xma: assumed */
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/* .x360audio: fake produced by UE Viewer */
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if (!check_extensions(sf, "xma,x360audio,"))
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goto fail;
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/* UE3 uses class-like chunks called "SoundNodeWave" to store info and (rarely multi) raw audio data. Other
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* platforms use standard formats (PC=Ogg, PS3=MSF), while X360 has mutant XMA. Extractors transmogrify
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* UE3 XMA into RIFF XMA (discarding seek table and changing endianness) but we'll support actual raw
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* data for completeness. UE4 has .uexp which are very similar so XBone may use the same XMA. */
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file_size = get_streamfile_size(sf);
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fmt_size = read_u32be(0x00, sf);
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seek_size = read_u32be(0x04, sf);
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data_size = read_u32be(0x08, sf);
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if (0x0c + fmt_size + seek_size + data_size != file_size)
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goto fail;
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chunk_offset = 0x0c;
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/* parse sample data (always BE unlike real XMA) */
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if (fmt_size != 0x34) { /* old XMA2 [The Last Remnant (X360)] */
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is_xma2_old = 1;
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xma2_parse_xma2_chunk(sf, chunk_offset, &channel_count,&sample_rate, &loop_flag, &num_samples, &loop_start_sample, &loop_end_sample);
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}
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else { /* new XMA2 [Shadows of the Damned (X360)] */
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channel_count = read_s16be(chunk_offset + 0x02, sf);
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sample_rate = read_s32be(chunk_offset + 0x04, sf);
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xma2_parse_fmt_chunk_extra(sf, chunk_offset, &loop_flag, &num_samples, &loop_start_sample, &loop_end_sample, 1);
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}
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start_offset = 0x0c + fmt_size + seek_size;
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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_XMA_UE3;
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vgmstream->sample_rate = sample_rate;
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vgmstream->num_samples = num_samples;
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vgmstream->loop_start_sample = loop_start_sample;
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vgmstream->loop_end_sample = loop_end_sample;
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#ifdef VGM_USE_FFMPEG
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{
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uint8_t buf[0x100];
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size_t bytes;
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if (is_xma2_old) {
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bytes = ffmpeg_make_riff_xma2_from_xma2_chunk(buf,0x100, chunk_offset,fmt_size, data_size, sf);
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} else {
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bytes = ffmpeg_make_riff_xma_from_fmt_chunk(buf,0x100, chunk_offset,fmt_size, data_size, sf, 1);
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}
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vgmstream->codec_data = init_ffmpeg_header_offset(sf, buf,bytes, start_offset,data_size);
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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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xma_fix_raw_samples(vgmstream, sf, start_offset, data_size, chunk_offset, 1,1);
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}
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#else
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goto fail;
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#endif
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/* UE3 seems to set full loops for non-looping tracks (real loops do exist though), try to detect */
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{
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int full_loop, is_small;
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/* *must* be after xma_fix_raw_samples */
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full_loop = vgmstream->loop_start_sample == 0 && vgmstream->loop_end_sample == vgmstream->num_samples;
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is_small = 1; //vgmstream->num_samples < 20 * vgmstream->sample_rate; /* all files */
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if (full_loop && is_small) {
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VGM_LOG("XMA UE3a: disabled unwanted loop\n");
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vgmstream->loop_flag = 0;
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}
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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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