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https://github.com/vgmstream/vgmstream.git
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173 lines
7.6 KiB
Markdown
173 lines
7.6 KiB
Markdown
# vgmstream
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## Compilation requirements
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**GCC / Make**: In Windows this means one of these two somewhere in PATH:
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- MinGW-w64 (32bit version): https://sourceforge.net/projects/mingw-w64/
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- Use this for easier standalone executables
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- MSYS2 with the MinGW-w64_shell (32bit) package: https://msys2.github.io/
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**MSVC / Visual Studio**: Microsoft's Visual C++ and MSBuild, bundled in either:
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- Visual Studio: https://www.visualstudio.com/downloads/
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- Visual Studio Community 2015 should work (free, but must register after trial period)
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- Visual C++ Build Tools (no IDE): http://landinghub.visualstudio.com/visual-cpp-build-tools
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**Git**: optional, to generate version numbers:
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- Git for Windows: https://git-scm.com/download/win
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## Compiling modules
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### CLI (test.exe) / Winamp plugin (in_vgmstream) / XMPlay plugin (xmp-vgmstream)
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**With GCC**: use the *./Makefile* in the root folder, see inside for options. For compilation flags check the *Makefile* in each folder.
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You need to manually rebuild if you change a *.h* file (use *make clean*).
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In Linux, Makefiles can be used to cross-compile with the MingW headers, but they aren't well prepared to generate native code at the moment. It should be fixable with some effort.
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Windows CMD example for test.exe:
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```
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prompt $P$G$_$S
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set PATH=C:\Program Files (x86)\Git\usr\bin;%PATH%
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set PATH=C:\Program Files (x86)\mingw-w64\i686-5.4.0-win32-sjlj-rt_v5-rev0\mingw32\bin;%PATH%
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cd vgmstream
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mingw32-make.exe mingw_test -f Makefile ^
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VGM_ENABLE_FFMPEG=1 VGM_ENABLE_MAIATRAC3PLUS=0 ^
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SHELL=sh.exe CC=gcc.exe AR=ar.exe STRIP=strip.exe DLLTOOL=dlltool.exe WINDRES=windres.exe
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```
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**With MSVC**: open *./vgmstream_full.sln* and compile in Visual Studio, or use MSBuild in the command line. See the foobar2000 section for dependencies and CMD examples.
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### foobar2000 plugin (foo\_input\_vgmstream)
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Requires MSVC (foobar/SDK only links to MSVC C++ DLLs) and these dependencies:
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- foobar2000 SDK, in *(vgmstream)/../foobar/*: http://www.foobar2000.org/SDK
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- FDK-AAC, in *(vgmstream)/../fdk-aac/*: https://github.com/kode54/fdk-aac
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- QAAC, in *(vgmstream)/../qaac/*: https://github.com/kode54/qaac
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- WTL (if needed), in *(vgmstream)/../WTL/*: http://wtl.sourceforge.net/
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Open *./vgmstream_full.sln* as a base, which expects the above dependencies. Then, depending on your VS version (like VS2015) you may need to manually do the following (in *Debug* and *Release* configurations):
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- Change each project's compiler version from VS2010 to your version (right click menu)
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- For *foobar2000_ATL_helpers* add *../../../WTL/Include* to the compilers's *additional includes*
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- For *foo_input_vgmstream* add *../../WTL/Include* to the compilers's *additional includes*
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- For *foo_input_vgmstream* add *../../foobar/foobar2000/shared/shared.lib* to the linker's *additional dependencies*
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VS2013/VS2015/VS2017 may not be compatible with the SDK in release mode when some options are enabled due to compiler bugs.
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FDK-AAC/QAAC can be safely disabled by removing *VGM_USE_MP4V2* and *VGM_USE_FDKAAC* in the compiler/linker options and the project dependencies, MAIATRAC3 too, as FFmpeg is used instead to support their codecs.
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You can also use the command line to compile with MSBuild, if you don't want to touch the .vcxproj files, register VS2015 after trial, or only have VC++/MSBuild tools.
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Windows CMD example for foobar2000:
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```
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prompt $P$G$_$S
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set PATH=C:\Program Files (x86)\Git\usr\bin;%PATH%
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set PATH=C:\Program Files (x86)\MSBuild\14.0\Bin;%PATH%
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cd vgmstream
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set CL=/I"C:\projects\WTL\Include"
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set LINK="C:\projects\foobar\foobar2000\shared\shared.lib"
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msbuild fb2k/foo_input_vgmstream.vcxproj ^
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/t:Clean
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msbuild fb2k/foo_input_vgmstream.vcxproj ^
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/t:Build ^
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/p:Platform=Win32 ^
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/p:PlatformToolset=v140 ^
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/p:Configuration=Release
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```
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### Audacious plugin
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Requires the dev version of Audacious (and dependencies), automake/autoconf, and gcc/make (C++11).
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The plugin itself works with Audacious 3.5 or higher. New Audacious releases can break plugin compatibility so it may not work with the latest version unless adapted first.
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FFmpeg and other external libraries aren't enabled, thus some formats are not supported. libvorbis and libmpg123 can be disabled with -DVGM_DISABLE_VORBIS and -DVGM_DISABLE_MPEG.
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Windows builds aren't supported at the moment (should be possible but there are complex dependency chains).
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Terminal example, assuming a Ubuntu-based Linux distribution:
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```
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# get libraries
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sudo apt-get update
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sudo apt-get install audacious
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sudo apt-get install git
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sudo apt-get install gcc g++ make
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sudo apt-get install autoconf automake libtool
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sudo apt-get install audacious-dev libmpg123-dev libvorbis-dev libglib2.0-dev libgtk2.0-dev libpango1.0-dev
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# check audacious version
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pkg-config --modversion audacious
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git clone https://github.com/kode54/vgmstream
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cd vgmstream
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# build
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./bootstrap
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./configure
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make -f Makefile.audacious
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# copy to audacious plugins
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sudo make -f Makefile.audacious install
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# post-cleanup
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make -f Makefile.audacious clean
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find . -name ".deps" -type d -exec rm -r "{}" \;
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./unbootstrap
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## WARNING, removes *all* untracked files not in .gitignore
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git clean -fd
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```
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## Development
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### Structure
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vgmstream uses C89 when possible (so VS2010 can compile it), and C++ for the foobar2000 and Audacious plugins.
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```
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./ docs, scripts
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./audacious/ Audacious plugin
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./ext_includes/ external includes for compiling
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./ext_libs/ external libs/DLLs for linking
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./fb2k/ foobar2000 plugin
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./src/ main vgmstream code and helpers
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./src/coding/ format data decoders
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./src/layout/ format data demuxers
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./src/meta/ format header parsers
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./test/ test.exe CLI
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./winamp/ Winamp plugin
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./xmplay/ XMPlay plugin
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```
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### Overview
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vgmstream works by parsing a music stream header (*meta/*), reading/demuxing data or looping (*layout/*) and decoding the compressed data into listenable PCM samples (*coding/*).
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Very simplified it goes like this:
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- player (test.exe, plugin, etc) inits the stream *[main]*
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- init tries all parsers (metas) until one works *[init_vgmstream]*
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- parser reads header (channels, sample rate, loop points) and set ups a VGMSTREAM struct + layout/coding, if the format is correct *[init_vgmstream_(format-name)]*
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- player gets total_samples to play, based on the number of loops and other settings *[get_vgmstream_play_samples]*
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- player asks to fill a small sample buffer *[render_vgmstream]*
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- layout prepares bytes to read from the stream *[render_vgmstream_(layout)]*
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- decoder decodes bytes into PCM samples *[decode_vgmstream_(coding)]*
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- player plays those samples, asks to fill sample buffer, repeats (until total_samples)
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- layout moves back to loop_start when loop_end is reached *[vgmstream_do_loop]*
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### Adding new formats
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For new simple formats, assuming existing layout/coding:
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- *src/meta/(format-name).c*: create new format parser that reads all needed info from the stream header and inits VGMSTREAM
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- *src/meta/meta.h*: register parser's init
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- *src/vgmstream.h*: register new meta
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- *src/vgmstream.c*: add parser init to the init list
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- *src/formats.c*: add new extension to the format list, add meta description
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- *fb2k/foo_filetypes.h*: add new extension to the file register list (optional)
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- *src/libvgmstream.vcproj/vcxproj/filters*: add to compile new (format-name).c parser in VS
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- if the format needs an external library don't forget to mark optional parts with: *#ifdef VGM_USE_X ... #endif*
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