vgmstream/src/meta/ktss.c
2021-03-04 23:27:32 +01:00

136 lines
4.7 KiB
C

#include "meta.h"
#include "../coding/coding.h"
VGMSTREAM* init_vgmstream_ktss(STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
int loop_flag, channels, sample_rate;
int8_t version, tracks, codec_id;
int32_t num_samples, loop_start, loop_length, coef_offset, coef_spacing;
off_t start_offset;
size_t data_size, skip = 0;
/* checks */
/* .kns: Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings (Switch)
* .kno: Ciel Nosurge DX (Switch)
* .ktss: header id */
if (!check_extensions(sf, "kns,kno,ktss"))
goto fail;
if (!is_id32be(0x00,sf, "KTSS"))
goto fail;
/* 0x04: data size */
codec_id = read_u8(0x20, sf);
/* 0x01: null, part of codec? */
version = read_u8(0x22, sf);
/* 0x03: same as version? */
start_offset = read_u32le(0x24, sf) + 0x20;
/* Layered tracks used in Hyrule Warriors (Switch), like 2*5 = 10 channels
* Other games typically use 1 track. */
tracks = read_u8(0x28, sf);
channels = read_u8(0x29, sf) * tracks;
sample_rate = read_u32le(0x2c, sf);
num_samples = read_s32le(0x30, sf);
loop_start = read_s32le(0x34, sf);
loop_length = read_s32le(0x38, sf);
loop_flag = loop_length > 0;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channels, loop_flag);
if (!vgmstream) goto fail;
vgmstream->sample_rate = sample_rate;
vgmstream->num_samples = num_samples;
vgmstream->loop_start_sample = loop_start;
vgmstream->loop_end_sample = loop_start + loop_length;
vgmstream->meta_type = meta_KTSS;
switch (codec_id) {
case 0x2: /* DSP ADPCM - Hyrule Warriors, Fire Emblem Warriors */
/* check type details */
if (version == 1) {
coef_offset = 0x40;
coef_spacing = 0x2e;
}
else if (version == 3) { /* Fire Emblem Warriors (Switch) */
coef_offset = 0x5c;
coef_spacing = 0x60;
}
else
goto fail;
vgmstream->coding_type = coding_NGC_DSP;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = 0x8;
dsp_read_coefs_le(vgmstream, sf, coef_offset, coef_spacing);
break;
#ifdef VGM_USE_FFMPEG
case 0x9: { /* Opus - Dead or Alive Xtreme 3: Scarlet, Fire Emblem: Three Houses */
opus_config cfg = {0};
start_offset = read_u32le(0x40, sf); /* after seek table, if any */
data_size = read_u32le(0x44, sf);
/* 0x48: seek table start (0 if no seek table) */
/* 0x4c: number of frames */
/* 0x50: frame size, or 0 if VBR */
/* 0x52: samples per frame */
/* 0x54: sample rate */
cfg.skip = read_s32le(0x58, sf);
cfg.sample_rate = vgmstream->sample_rate;
cfg.channels = vgmstream->channels;
/* this info seems always included even for stereo streams */
if (vgmstream->channels <= 8) {
int i;
cfg.stream_count = read_u8(0x5a,sf);
cfg.coupled_count = read_u8(0x5b,sf);
for (i = 0; i < vgmstream->channels; i++) {
cfg.channel_mapping[i] = read_u8(0x5c + i,sf);
}
}
/* 0x60: null/reserved */
/* 0x70: seek table (0x02 * frames) if VBR */
/* later games use VBR frames, hence the seek table [Warriors Orochi 4 Ultimate DLC (Switch)] */
vgmstream->codec_data = init_ffmpeg_switch_opus_config(sf, start_offset, data_size, &cfg);
if (!vgmstream->codec_data) goto fail;
vgmstream->coding_type = coding_FFmpeg;
vgmstream->layout_type = layout_none;
vgmstream->channel_layout = ffmpeg_get_channel_layout(vgmstream->codec_data);
/* apparently KTSS doesn't need standard Opus reordering, so we undo their thing */
switch(vgmstream->channels) {
case 6: {
/* FL FC FR BL LFE BR > FL FR FC LFE BL BR */
int channel_remap[] = { 0, 2, 2, 3, 3, 5 };
ffmpeg_set_channel_remapping(vgmstream->codec_data, channel_remap);
break;
}
default:
break;
}
if (vgmstream->num_samples == 0) {
vgmstream->num_samples = switch_opus_get_samples(start_offset, data_size, sf) - skip;
}
break;
}
#endif
default:
goto fail;
}
if (!vgmstream_open_stream(vgmstream, sf, start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}