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https://github.com/vgmstream/vgmstream.git
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344 lines
13 KiB
C
344 lines
13 KiB
C
#include "meta.h"
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#include "../coding/coding.h"
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#include "../layout/layout.h"
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#include "xvag_streamfile.h"
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typedef struct {
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int big_endian;
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int channels;
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int sample_rate;
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int codec;
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int factor;
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int loop_flag;
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int num_samples;
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int loop_start;
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int loop_end;
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int subsongs;
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int layers;
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int target_subsong;
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size_t data_size;
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off_t stream_offset;
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} xvag_header;
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static int init_xvag_atrac9(STREAMFILE* sf, VGMSTREAM* vgmstream, xvag_header* xvag, off_t chunk_offset);
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static layered_layout_data* build_layered_xvag(STREAMFILE* sf, xvag_header* xvag, off_t chunk_offset, off_t start_offset);
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/* XVAG - Sony's Scream Tool/Stream Creator format (God of War III, Ratchet & Clank Future, The Last of Us, Uncharted) */
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VGMSTREAM* init_vgmstream_xvag(STREAMFILE* sf) {
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VGMSTREAM* vgmstream = NULL;
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STREAMFILE* temp_sf = NULL;
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xvag_header xvag = {0};
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int32_t (*read_32bit)(off_t,STREAMFILE*) = NULL;
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off_t start_offset, chunk_offset, first_offset = 0x20;
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size_t chunk_size;
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int total_subsongs = 0, target_subsong = sf->stream_index;
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/* checks */
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/* .xvag: standard
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* (extensionless): The Last of Us (PS3) speech files */
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if (!check_extensions(sf,"xvag,"))
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goto fail;
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if (!is_id32be(0x00,sf, "XVAG"))
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goto fail;
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/* endian flag (XVAGs of the same game can use BE or LE, usually when reusing from other platforms) */
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xvag.big_endian = read_8bit(0x08,sf) & 0x01;
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if (xvag.big_endian) {
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read_32bit = read_32bitBE;
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} else {
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read_32bit = read_32bitLE;
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}
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start_offset = read_32bit(0x04,sf);
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/* 0x08: flags? (&0x01=big endian, 0x02=?, 0x06=full RIFF AT9?)
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* 0x09: flags2? (0x00/0x01/0x04, speaker mode?)
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* 0x0a: always 0?
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* 0x0b: version-flag? (0x5f/0x60/0x61/0x62/etc) */
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/* "fmat": base format (always first) */
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if (!find_chunk(sf, 0x666D6174,first_offset,0, &chunk_offset,&chunk_size, xvag.big_endian, 1)) /*"fmat"*/
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goto fail;
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xvag.channels = read_32bit(chunk_offset+0x00,sf);
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xvag.codec = read_32bit(chunk_offset+0x04,sf);
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xvag.num_samples = read_32bit(chunk_offset+0x08,sf);
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/* 0x0c: samples again? */
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VGM_ASSERT(xvag.num_samples != read_32bit(chunk_offset+0x0c,sf), "XVAG: num_samples values don't match\n");
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xvag.factor = read_32bit(chunk_offset+0x10,sf); /* for interleave */
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xvag.sample_rate = read_32bit(chunk_offset+0x14,sf);
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xvag.data_size = read_32bit(chunk_offset+0x18,sf); /* not always accurate */
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/* extra data, seen in versions 0x61+ */
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if (chunk_size > 0x1c) {
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/* number of interleaved subsongs */
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xvag.subsongs = read_32bit(chunk_offset+0x1c,sf);
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/* number of interleaved layers (layers * channels_per_layer = channels) */
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xvag.layers = read_32bit(chunk_offset+0x20,sf);
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}
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else {
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xvag.subsongs = 1;
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xvag.layers = 1;
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}
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total_subsongs = xvag.subsongs;
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if (target_subsong == 0) target_subsong = 1;
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if (target_subsong < 0 || target_subsong > total_subsongs || total_subsongs < 1) goto fail;
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xvag.target_subsong = target_subsong;
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/* other chunks: */
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/* "cpan": pan/volume per channel */
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/* "cues": cue/labels (rare) */
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/* "md5 ": hash (rare) */
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/* "0000": end chunk before start_offset */
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/* XVAG has no looping, but some PS3 PS-ADPCM seems to do full loops (without data flags) */
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if (xvag.codec == 0x06 && xvag.subsongs == 1) {
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size_t file_size = get_streamfile_size(sf);
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/* simply test if last frame is not empty = may loop */
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xvag.loop_flag = (read_8bit(file_size - 0x01, sf) != 0);
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xvag.loop_start = 0;
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xvag.loop_end = ps_bytes_to_samples(file_size - start_offset, xvag.channels);
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}
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/* May use 'MP3 Surround' for multichannel [Twisted Metal (PS3), The Last of Us (PS4) test file]
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* It's a mutant MP3 that decodes as 2ch but output can be routed to 6ch somehow, if manually
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* activated. Fraunhofer IIS's MP3sPlayer can do it, as can PS3 (fw v2.40+) but no others seems to.
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* So simply play as 2ch, they sound ok with slightly wider feel. No XVAG/MP3 flag exists to detect,
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* can be found in v0x60 (without layers/subsongs) and v0x61 (with them set as 1) */
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if (xvag.codec == 0x08 && xvag.channels == 6 && xvag.layers == 1) {
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xvag.channels = 2;
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}
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/* build the VGMSTREAM */
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vgmstream = allocate_vgmstream(xvag.channels, xvag.loop_flag);
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if (!vgmstream) goto fail;
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vgmstream->meta_type = meta_XVAG;
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vgmstream->sample_rate = xvag.sample_rate;
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vgmstream->num_samples = xvag.num_samples;
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if (xvag.loop_flag) {
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vgmstream->loop_start_sample = xvag.loop_start;
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vgmstream->loop_end_sample = xvag.loop_end;
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}
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vgmstream->num_streams = total_subsongs;
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vgmstream->stream_size = (xvag.data_size / total_subsongs);
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switch (xvag.codec) {
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case 0x06: /* VAG (PS-ADPCM): God of War III (PS3), Uncharted 1/2 (PS3), Ratchet and Clank Future (PS3) */
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case 0x07: /* SVAG? (PS-ADPCM with extended table): inFamous 1 (PS3) */
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if (xvag.subsongs > 1 && xvag.layers > 1) goto fail;
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if (xvag.layers > 1 && xvag.layers != xvag.channels) goto fail;
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if (xvag.subsongs > 1 && xvag.channels > 1) goto fail; /* unknown layout */
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vgmstream->coding_type = coding_PSX;
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if (xvag.codec == 0x07)
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vgmstream->codec_config = 1; /* needs extended table */
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if (xvag.subsongs > 1) { /* God of War 3 (PS4) */
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vgmstream->layout_type = layout_blocked_xvag_subsong;
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vgmstream->interleave_block_size = 0x10;
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vgmstream->full_block_size = 0x10 * xvag.factor * xvag.subsongs;
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vgmstream->current_block_size = 0x10 * xvag.factor;
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start_offset += vgmstream->current_block_size * (target_subsong-1);
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}
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else {
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vgmstream->layout_type = layout_interleave;
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vgmstream->interleave_block_size = 0x10 * xvag.factor; /* usually 1, bigger in GoW3 PS4 */
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}
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break;
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#ifdef VGM_USE_MPEG
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case 0x08: { /* MPEG: The Last of Us (PS3), Uncharted 3 (PS3), Medieval Moves (PS3) */
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mpeg_custom_config cfg = {0};
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/* often 2ch per MPEG and rarely 1ch (GoW3 PS4) */
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if (xvag.layers > 1 && !(xvag.layers*1 == vgmstream->channels || xvag.layers*2 == vgmstream->channels)) goto fail;
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/* "mpin": mpeg info */
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if (!find_chunk(sf, 0x6D70696E,first_offset,0, &chunk_offset,NULL, xvag.big_endian, 1)) /*"mpin"*/
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goto fail;
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/* all layers/subsongs share the same config; not very useful but for posterity:
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* - 0x00: mpeg version
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* - 0x04: mpeg layer
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* - 0x08: bit rate
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* - 0x0c: sample rate
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* - 0x10: some version? (0x01-0x03)?
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* - 0x14: channels per stream?
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* - 0x18: channels per stream or total channels?
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* - 0x1c: fixed frame size (always CBR)
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* - 0x20: encoder delay (usually but not always 1201)
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* - 0x24: number of samples
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* - 0x28: some size?
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* - 0x2c: ? (0x02)
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* - 0x30: ? (0x00, 0x80)
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* - 0x34: data size
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* (rest is padding)
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* */
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cfg.chunk_size = read_32bit(chunk_offset+0x1c,sf);
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cfg.skip_samples = read_32bit(chunk_offset+0x20,sf);
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cfg.interleave = cfg.chunk_size * xvag.factor;
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vgmstream->codec_data = init_mpeg_custom(sf, start_offset, &vgmstream->coding_type, vgmstream->channels, MPEG_XVAG, &cfg);
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if (!vgmstream->codec_data) goto fail;
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vgmstream->layout_type = layout_none;
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/* interleaved subsongs, rarely [Sly Cooper: Thieves in Time (PS3)] */
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if (xvag.subsongs > 1) {
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temp_sf = setup_xvag_streamfile(sf, start_offset, cfg.interleave,cfg.chunk_size, (target_subsong-1), total_subsongs);
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if (!temp_sf) goto fail;
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start_offset = 0;
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}
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break;
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}
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#endif
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#ifdef VGM_USE_ATRAC9
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case 0x09: { /* ATRAC9: Sly Cooper and the Thievius Raccoonus (Vita), The Last of Us Remastered (PS4) */
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/* "a9in": ATRAC9 info */
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/* 0x00: frame size, 0x04: samples per frame, 0x0c: fact num_samples (no change), 0x10: encoder delay1 */
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if (!find_chunk(sf, 0x6139696E,first_offset,0, &chunk_offset,NULL, xvag.big_endian, 1)) /*"a9in"*/
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goto fail;
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if (xvag.layers > 1) {
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/* some Vita/PS4 multichannel [flower (Vita), Uncharted Collection (PS4)]. PS4 ATRAC9 also
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* does single-stream >2ch, but this can do configs ATRAC9 can't, like 5ch/14ch/etc */
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vgmstream->layout_data = build_layered_xvag(sf, &xvag, chunk_offset, start_offset);
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if (!vgmstream->layout_data) goto fail;
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vgmstream->coding_type = coding_ATRAC9;
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vgmstream->layout_type = layout_layered;
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break;
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}
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else {
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/* interleaved subsongs (section layers) */
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size_t frame_size = read_32bit(chunk_offset+0x00,sf);
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if (!init_xvag_atrac9(sf, vgmstream, &xvag, chunk_offset))
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goto fail;
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temp_sf = setup_xvag_streamfile(sf, start_offset, frame_size*xvag.factor,frame_size, (target_subsong-1), total_subsongs);
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if (!temp_sf) goto fail;
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start_offset = 0;
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}
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break;
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}
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#endif
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default:
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goto fail;
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}
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if (!vgmstream_open_stream(vgmstream,temp_sf ? temp_sf : sf,start_offset))
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goto fail;
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close_streamfile(temp_sf);
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return vgmstream;
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fail:
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close_streamfile(temp_sf);
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close_vgmstream(vgmstream);
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return NULL;
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}
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#ifdef VGM_USE_ATRAC9
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static int init_xvag_atrac9(STREAMFILE* sf, VGMSTREAM* vgmstream, xvag_header* xvag, off_t chunk_offset) {
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int32_t (*read_32bit)(off_t,STREAMFILE*) = xvag->big_endian ? read_32bitBE : read_32bitLE;
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atrac9_config cfg = {0};
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cfg.channels = vgmstream->channels;
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/* 0x00: frame size */
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/* 0x04: frame samples */
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cfg.config_data = read_32bitBE(chunk_offset+0x08,sf);
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/* 0x08: data size (layer only) */
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/* 0x10: decoder delay? */
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cfg.encoder_delay = read_32bit(chunk_offset+0x14,sf);
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/* sometimes ATRAC9 data starts with a fake RIFF, that has total channels rather than layer channels */
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vgmstream->codec_data = init_atrac9(&cfg);
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if (!vgmstream->codec_data) goto fail;
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vgmstream->coding_type = coding_ATRAC9;
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vgmstream->layout_type = layout_none;
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return 1;
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fail:
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return 0;
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}
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#endif
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static layered_layout_data* build_layered_xvag(STREAMFILE* sf, xvag_header* xvag, off_t chunk_offset, off_t start_offset) {
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layered_layout_data* data = NULL;
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STREAMFILE* temp_sf = NULL;
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int32_t (*read_32bit)(off_t,STREAMFILE*) = xvag->big_endian ? read_32bitBE : read_32bitLE;
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int i, layers = xvag->layers;
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int chunk, chunks = layers * xvag->subsongs;
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/* init layout */
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data = init_layout_layered(layers);
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if (!data) goto fail;
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/* interleaves frames per substreams */
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for (i = 0; i < layers; i++) {
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int layer_channels = xvag->channels / layers; /* all streams must be equal (XVAG limitation) */
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/* build the layer VGMSTREAM */
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data->layers[i] = allocate_vgmstream(layer_channels, xvag->loop_flag);
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if (!data->layers[i]) goto fail;
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data->layers[i]->sample_rate = xvag->sample_rate;
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data->layers[i]->num_samples = xvag->num_samples;
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switch(xvag->codec) {
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#ifdef VGM_USE_ATRAC9
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case 0x09: {
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size_t frame_size = read_32bit(chunk_offset+0x00,sf);
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if (!init_xvag_atrac9(sf, data->layers[i], xvag, chunk_offset))
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goto fail;
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/* interleaves N layers for custom multichannel, may rarely use subsongs [Days Gone (PS4) multilayer test]
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* ex. 2 layers, 1 subsong : [L1][L2][L1][L2]
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* ex. 2 layers, 2 subsongs: [L1S1][L2S1][L1S2][L2S2] (assumed, could be [L1S1][L1S2][L2S1][L2S2]) */
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chunk = i + xvag->subsongs * (xvag->target_subsong - 1); /* [L1S1][L2S1][L1S2][L2S2] */
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//chunk = i * xvag->subsongs + (xvag->target_subsong - 1); /* [L1S1][L1S2][L2S1][L2S2] */
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temp_sf = setup_xvag_streamfile(sf, start_offset, frame_size*xvag->factor, frame_size, chunk, chunks);
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if (!temp_sf) goto fail;
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break;
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}
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#endif
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default:
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goto fail;
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}
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if (!vgmstream_open_stream(data->layers[i], temp_sf, 0x00))
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goto fail;
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close_streamfile(temp_sf);
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temp_sf = NULL;
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}
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/* setup layered VGMSTREAMs */
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if (!setup_layout_layered(data))
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goto fail;
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return data;
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fail:
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close_streamfile(temp_sf);
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free_layout_layered(data);
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return NULL;
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}
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