vgmstream/src/meta/xvag.c

304 lines
12 KiB
C

#include "meta.h"
#include "../coding/coding.h"
#include "../layout/layout.h"
#include "xvag_streamfile.h"
typedef struct {
int big_endian;
int channels;
int sample_rate;
int codec;
int factor;
int loop_flag;
int num_samples;
int loop_start;
int loop_end;
int subsongs;
int layers;
size_t data_size;
off_t stream_offset;
} xvag_header;
static int init_xvag_atrac9(STREAMFILE *streamFile, VGMSTREAM* vgmstream, xvag_header * xvag, off_t chunk_offset);
static layered_layout_data* build_layered_xvag(STREAMFILE *streamFile, xvag_header * xvag, off_t chunk_offset, off_t start_offset);
/* XVAG - Sony's Scream Tool/Stream Creator format (God of War III, Ratchet & Clank Future, The Last of Us, Uncharted) */
VGMSTREAM * init_vgmstream_xvag(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
STREAMFILE* temp_streamFile = NULL;
xvag_header xvag = {0};
int32_t (*read_32bit)(off_t,STREAMFILE*) = NULL;
off_t start_offset, chunk_offset, first_offset = 0x20;
size_t chunk_size;
int total_subsongs = 0, target_subsong = streamFile->stream_index;
/* checks */
/* .xvag: standard
* (extensionless): The Last Of Us (PS3) speech files */
if (!check_extensions(streamFile,"xvag,"))
goto fail;
if (read_32bitBE(0x00,streamFile) != 0x58564147) /* "XVAG" */
goto fail;
/* endian flag (XVAGs of the same game can use BE or LE, usually when reusing from other platforms) */
xvag.big_endian = read_8bit(0x08,streamFile) & 0x01;
if (xvag.big_endian) {
read_32bit = read_32bitBE;
} else {
read_32bit = read_32bitLE;
}
start_offset = read_32bit(0x04,streamFile);
/* 0x08: flags? (&0x01=big endian, 0x02=?, 0x06=full RIFF AT9?)
* 0x09: flags2? (0x00/0x01/0x04, speaker mode?)
* 0x0a: always 0?
* 0x0b: version-flag? (0x5f/0x60/0x61/0x62/etc) */
/* "fmat": base format (always first) */
if (!find_chunk(streamFile, 0x666D6174,first_offset,0, &chunk_offset,&chunk_size, xvag.big_endian, 1)) /*"fmat"*/
goto fail;
xvag.channels = read_32bit(chunk_offset+0x00,streamFile);
xvag.codec = read_32bit(chunk_offset+0x04,streamFile);
xvag.num_samples = read_32bit(chunk_offset+0x08,streamFile);
/* 0x0c: samples again? */
VGM_ASSERT(xvag.num_samples != read_32bit(chunk_offset+0x0c,streamFile), "XVAG: num_samples values don't match\n");
xvag.factor = read_32bit(chunk_offset+0x10,streamFile); /* for interleave */
xvag.sample_rate = read_32bit(chunk_offset+0x14,streamFile);
xvag.data_size = read_32bit(chunk_offset+0x18,streamFile); /* not always accurate */
/* extra data, seen in versions 0x61+ */
if (chunk_size > 0x1c) {
/* number of interleaved subsongs */
xvag.subsongs = read_32bit(chunk_offset+0x1c,streamFile);
/* number of interleaved layers (layers * channels_per_layer = channels) */
xvag.layers = read_32bit(chunk_offset+0x20,streamFile);
}
else {
xvag.subsongs = 1;
xvag.layers = 1;
}
total_subsongs = xvag.subsongs;
if (target_subsong == 0) target_subsong = 1;
if (target_subsong < 0 || target_subsong > total_subsongs || total_subsongs < 1) goto fail;
/* other chunks: */
/* "cpan": pan/volume per channel */
/* "cues": cue/labels (rare) */
/* "md5 ": hash (rare) */
/* "0000": end chunk before start_offset */
/* XVAG has no looping, but some PS3 PS-ADPCM seems to do full loops (without data flags) */
if (xvag.codec == 0x06 && xvag.subsongs == 1) {
size_t file_size = get_streamfile_size(streamFile);
/* simply test if last frame is not empty = may loop */
xvag.loop_flag = (read_8bit(file_size - 0x01, streamFile) != 0);
xvag.loop_start = 0;
xvag.loop_end = ps_bytes_to_samples(file_size - start_offset, xvag.channels);
}
/* May use 'MP3 Surround' for multichannel [Twisted Metal (PS3), The Last of Us (PS4) test file]
* It's a mutant MP3 that decodes as 2ch but output can be routed to 6ch somehow, if manually
* activated. Fraunhofer IIS's MP3sPlayer can do it, as can PS3 (fw v2.40+) but no others seems to.
* So simply play as 2ch, they sound ok with slightly wider feel. No XVAG/MP3 flag exists to detect,
* can be found in v0x60 (without layers/subsongs) and v0x61 (with them set as 1) */
if (xvag.codec == 0x08 && xvag.channels == 6 && xvag.layers == 1) {
xvag.channels = 2;
}
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(xvag.channels,xvag.loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_XVAG;
vgmstream->sample_rate = xvag.sample_rate;
vgmstream->num_samples = xvag.num_samples;
if (xvag.loop_flag) {
vgmstream->loop_start_sample = xvag.loop_start;
vgmstream->loop_end_sample = xvag.loop_end;
}
vgmstream->num_streams = total_subsongs;
vgmstream->stream_size = (xvag.data_size / total_subsongs);
switch (xvag.codec) {
case 0x06: /* VAG (PS-ADPCM): God of War III (PS3), Uncharted 1/2 (PS3), Ratchet and Clank Future (PS3) */
case 0x07: /* SVAG? (PS-ADPCM with extended table?): inFamous 1 (PS3) */
if (xvag.subsongs > 1 && xvag.layers > 1) goto fail;
if (xvag.layers > 1 && xvag.layers != xvag.channels) goto fail;
if (xvag.subsongs > 1 && xvag.channels > 1) goto fail; /* unknown layout */
vgmstream->coding_type = coding_PSX;
if (xvag.subsongs > 1) { /* God of War 3 (PS4) */
vgmstream->layout_type = layout_blocked_xvag_subsong;
vgmstream->interleave_block_size = 0x10;
vgmstream->full_block_size = 0x10 * xvag.factor * xvag.subsongs;
vgmstream->current_block_size = 0x10 * xvag.factor;
start_offset += vgmstream->current_block_size * (target_subsong-1);
}
else {
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = 0x10 * xvag.factor; /* usually 1, bigger in GoW3 PS4 */
}
break;
#ifdef VGM_USE_MPEG
case 0x08: { /* MPEG: The Last of Us (PS3), Uncharted 3 (PS3), Medieval Moves (PS3) */
mpeg_custom_config cfg = {0};
if (xvag.subsongs > 1) goto fail;
if (xvag.subsongs > 1 && xvag.layers > 1) goto fail;
/* often 2ch per MPEG and rarely 1ch (GoW3 PS4) */
if (xvag.layers > 1 && !(xvag.layers*1 == vgmstream->channels || xvag.layers*2 == vgmstream->channels)) goto fail;
//todo rare test file in The Last of Us PS4 uses 6ch with one 2ch stream, surround MPEG/mp3pro? (decoded samples map to 6ch)
/* "mpin": mpeg info */
/* 0x00/04: mpeg version/layer? other: unknown or repeats of "fmat" */
if (!find_chunk(streamFile, 0x6D70696E,first_offset,0, &chunk_offset,NULL, xvag.big_endian, 1)) /*"mpin"*/
goto fail;
cfg.chunk_size = read_32bit(chunk_offset+0x1c,streamFile); /* fixed frame size */
cfg.interleave = cfg.chunk_size * xvag.factor;
vgmstream->codec_data = init_mpeg_custom(streamFile, start_offset, &vgmstream->coding_type, vgmstream->channels, MPEG_XVAG, &cfg);
if (!vgmstream->codec_data) goto fail;
vgmstream->layout_type = layout_none;
break;
}
#endif
#ifdef VGM_USE_ATRAC9
case 0x09: { /* ATRAC9: Sly Cooper and the Thievius Raccoonus (Vita), The Last of Us Remastered (PS4) */
if (xvag.subsongs > 1 && xvag.layers > 1) goto fail;
/* "a9in": ATRAC9 info */
/* 0x00: frame size, 0x04: samples per frame, 0x0c: fact num_samples (no change), 0x10: encoder delay1 */
if (!find_chunk(streamFile, 0x6139696E,first_offset,0, &chunk_offset,NULL, xvag.big_endian, 1)) /*"a9in"*/
goto fail;
if (xvag.layers > 1) {
/* some Vita/PS4 multichannel [flower (Vita), Uncharted Collection (PS4)]. PS4 ATRAC9 also
* does single-stream >2ch, but this can do configs ATRAC9 can't, like 5ch/14ch/etc */
vgmstream->layout_data = build_layered_xvag(streamFile, &xvag, chunk_offset, start_offset);
if (!vgmstream->layout_data) goto fail;
vgmstream->coding_type = coding_ATRAC9;
vgmstream->layout_type = layout_layered;
break;
}
else {
/* interleaved subsongs (section layers) */
size_t frame_size = read_32bit(chunk_offset+0x00,streamFile);
if (!init_xvag_atrac9(streamFile, vgmstream, &xvag, chunk_offset))
goto fail;
temp_streamFile = setup_xvag_streamfile(streamFile, start_offset, frame_size*xvag.factor,frame_size, (target_subsong-1), total_subsongs);
if (!temp_streamFile) goto fail;
start_offset = 0;
}
break;
}
#endif
default:
goto fail;
}
if (!vgmstream_open_stream(vgmstream,temp_streamFile ? temp_streamFile : streamFile,start_offset))
goto fail;
close_streamfile(temp_streamFile);
return vgmstream;
fail:
close_streamfile(temp_streamFile);
close_vgmstream(vgmstream);
return NULL;
}
#ifdef VGM_USE_ATRAC9
static int init_xvag_atrac9(STREAMFILE *streamFile, VGMSTREAM* vgmstream, xvag_header * xvag, off_t chunk_offset) {
int32_t (*read_32bit)(off_t,STREAMFILE*) = xvag->big_endian ? read_32bitBE : read_32bitLE;
atrac9_config cfg = {0};
cfg.channels = vgmstream->channels;
cfg.config_data = read_32bitBE(chunk_offset+0x08,streamFile);
cfg.encoder_delay = read_32bit(chunk_offset+0x14,streamFile);
vgmstream->codec_data = init_atrac9(&cfg);
if (!vgmstream->codec_data) goto fail;
vgmstream->coding_type = coding_ATRAC9;
vgmstream->layout_type = layout_none;
return 1;
fail:
return 0;
}
#endif
static layered_layout_data* build_layered_xvag(STREAMFILE *streamFile, xvag_header * xvag, off_t chunk_offset, off_t start_offset) {
layered_layout_data* data = NULL;
STREAMFILE* temp_streamFile = NULL;
int32_t (*read_32bit)(off_t,STREAMFILE*) = xvag->big_endian ? read_32bitBE : read_32bitLE;
int i, layers = xvag->layers;
/* init layout */
data = init_layout_layered(layers);
if (!data) goto fail;
/* interleaves frames per substreams */
for (i = 0; i < layers; i++) {
int layer_channels = xvag->channels / layers; /* all streams must be equal (XVAG limitation) */
/* build the layer VGMSTREAM */
data->layers[i] = allocate_vgmstream(layer_channels, xvag->loop_flag);
if (!data->layers[i]) goto fail;
data->layers[i]->sample_rate = xvag->sample_rate;
data->layers[i]->num_samples = xvag->num_samples;
switch(xvag->codec) {
#ifdef VGM_USE_ATRAC9
case 0x09: {
size_t frame_size = read_32bit(chunk_offset+0x00,streamFile);
if (!init_xvag_atrac9(streamFile, data->layers[i], xvag, chunk_offset))
goto fail;
temp_streamFile = setup_xvag_streamfile(streamFile, start_offset, frame_size*xvag->factor,frame_size, i, layers);
if (!temp_streamFile) goto fail;
break;
}
#endif
default:
goto fail;
}
if ( !vgmstream_open_stream(data->layers[i], temp_streamFile, 0x00) ) {
goto fail;
}
}
/* setup layered VGMSTREAMs */
if (!setup_layout_layered(data))
goto fail;
close_streamfile(temp_streamFile);
return data;
fail:
close_streamfile(temp_streamFile);
free_layout_layered(data);
return NULL;
}