vgmstream/src/meta/sspf.c

160 lines
5.5 KiB
C

#include "meta.h"
static int freq_to_rate(int freq);
/* SSPF - Konami/KCET banks [Metal Gear Solid 4 (PS3)] */
VGMSTREAM* init_vgmstream_sspf(STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
off_t start_offset;
int loop_flag, channels, sample_rate;
int32_t num_samples, loop_start;
int total_subsongs, target_subsong = sf->stream_index;
uint32_t file_size, pad_size, offset, bwav_offset, iwav_offset, wave_offset, stream_size;
uint32_t codec;
/* checks */
if (!is_id32be(0x00,sf, "SSPF"))
goto fail;
if (!check_extensions(sf, "ssp"))
goto fail;
/* extra check to ignore .spc, that are a RAM pack of .ssp with a ~0x800 table at the end */
file_size = read_u32be(0x08, sf); /* without padding */
pad_size = 0;
if (file_size % 0x800) /* add padding */
pad_size = 0x800 - (file_size % 0x800);
if (file_size != get_streamfile_size(sf) && file_size + pad_size != get_streamfile_size(sf))
goto fail;
/* 0x0c: "loadBank"? (always 2? MTA2 is always 1) */
/* read chunks (fixed order) */
bwav_offset = read_u32be(0x04, sf) + 0x08;
if (!is_id32be(bwav_offset,sf, "BWAV"))
goto fail;
iwav_offset = read_u32be(bwav_offset + 0x04, sf) + 0x08 + bwav_offset;
if (!is_id32be(iwav_offset,sf, "IWAV"))
goto fail;
/* past IWAV are some more chunks then padding (variable? some are defined in debug structs only, not seen) */
total_subsongs = read_u32be(iwav_offset + 0x08,sf);
if (target_subsong == 0) target_subsong = 1;
if (target_subsong < 0 || target_subsong > total_subsongs || total_subsongs < 1) goto fail;
offset = iwav_offset + 0x10 + (target_subsong - 1) * 0x20;
/* IWAV entry supposedly contains more info but seems only offset and some ID at 0x14, rest is 0 */
wave_offset = read_u32be(offset + 0x00,sf) + bwav_offset;
if (is_id32be(wave_offset,sf, "SSWF")) {
codec = read_u8(wave_offset + 0x04,sf); /* kType (always 0x01) */
if (read_u8(wave_offset + 0x05,sf) != 0x01) /* nChannels? */
goto fail;
sample_rate = read_u16be(wave_offset + 0x06,sf); /* not freq (ex. 48000 is used) */
loop_start = read_s32be(wave_offset + 0x08,sf);
num_samples = read_s32be(wave_offset + 0x0c,sf);
channels = 1;
loop_flag = loop_start != 0x7FFFFFFF;
start_offset = wave_offset + 0x10;
stream_size = 0x10 + (num_samples * channels * 0x02); /* implicit */
}
else if (is_id32be(wave_offset,sf, "SSW2")) {
stream_size = read_u32be(wave_offset + 0x04,sf);
/* 08 version? (always 0) */
num_samples = read_s32be(wave_offset + 0x0c,sf);
codec = read_u32be(wave_offset + 0x10,sf); /* kType (always 0x21) */
if (read_u32be(wave_offset + 0x10,sf) != 0x21)
goto fail;
if (read_u8(wave_offset + 0x14,sf) != 0x08) /* nBlocks? */
goto fail;
if (read_u8(wave_offset + 0x15,sf) != 0x01) /* nChannels? */
goto fail;
channels = 1;
sample_rate = freq_to_rate(read_u16be(wave_offset + 0x16,sf)); /* freq value */
loop_start = read_s32be(wave_offset + 0x18,sf);
/* 0x1c: lpStartAddr (0xFFFFFFFF is none) */
loop_flag = loop_start != 0x7FFFFFFF;
start_offset = wave_offset + 0x20;
}
else {
vgm_logi("SSPF: unknown variant at %x\n", wave_offset);
goto fail;
}
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channels, loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_SSPF;
vgmstream->sample_rate = sample_rate;
vgmstream->num_samples = num_samples;
vgmstream->loop_start_sample = loop_start;
vgmstream->loop_end_sample = num_samples;
vgmstream->num_streams = total_subsongs;
vgmstream->stream_size = stream_size;
switch (codec) {
case 0x01:
vgmstream->coding_type = coding_PCM16BE;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = 0x02;
break;
case 0x21:
vgmstream->coding_type = coding_MTA2;
vgmstream->codec_config = 1;
vgmstream->layout_type = layout_none;
break;
default:
vgm_logi("SSPF: unknown codec %x\n", codec);
goto fail;
}
if (!vgmstream_open_stream(vgmstream, sf, start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}
/* transforms internal freq to sample rate */
static int freq_to_rate(int freq) {
/* from PowerPC code seems like it's trying something like this, but not quite (PPC is complex):
if ((freq & 0xFF) != 0)
return powf(10.0, 0.0117647 * (freq & 0xFF))) * 20.0;
return powf(10.0, 0.0117647 * 2048)) * 20.0; //???
*/
//TODO improve, for now fake it
switch(freq) {
case 0x9000: return 24000; /* most voices, sounds right */
case 0xA200: return 48000; /* most sfx */
/* rest is rarely used for some sfx, so it's hard to guess actual frequency and this is just approximate */
case 0x9fcd: return 44100;
case 0x9c9c: return 39000;
case 0x9b79: return 38000;
case 0x9b13: return 37000;
case 0x9a88: return 36000;
case 0x9778: return 32000;
case 0x9401: return 28000;
case 0x8578: return 16000;
case 0x7e00: return 11050;
default:
VGM_LOG("SSPF: unknown freq %x\n", freq);
break;
}
return freq;
}