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https://github.com/vgmstream/vgmstream.git
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319 lines
13 KiB
C
319 lines
13 KiB
C
#include "meta.h"
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#include "../coding/coding.h"
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#include "zsnd_streamfile.h"
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/* ZSND - Z-Axis/Vicarious Visions games [X-Men Legends II (multi), Marvel Ultimate Alliance (multi)] */
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VGMSTREAM * init_vgmstream_zsnd(STREAMFILE *streamFile) {
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VGMSTREAM * vgmstream = NULL;
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STREAMFILE *temp_streamFile = NULL;
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off_t start_offset, name_offset;
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size_t stream_size, name_size;
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int loop_flag, channel_count, sample_rate, layers, layers2 = 0;
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uint32_t codec;
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int total_subsongs, target_subsong = streamFile->stream_index;
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int32_t (*read_32bit)(off_t,STREAMFILE*) = NULL;
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int16_t (*read_16bit)(off_t,STREAMFILE*) = NULL;
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/* checks */
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/* .zss/zsm: standard
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* .ens/enm: same for PS2
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* .zsd: normal or compact [BMX XXX (Xbox), Aggresive Inline (Xbox)] */
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if (!check_extensions(streamFile, "zss,zsm,ens,enm,zsd"))
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goto fail;
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if (read_32bitBE(0x00,streamFile) != 0x5A534E44) /* "ZSND" */
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goto fail;
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/* probably zss=stream, zsm=memory; no diffs other than size */
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codec = read_32bitBE(0x04,streamFile);
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/* 0x08: file size, but slightly bigger (+0x01~04) in some platforms */
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/* 0x0c: header end/first stream start (unneeded as all offsets are absolute) */
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if (codec == 0x47435542) { /* "GCUB" */
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read_32bit = read_32bitBE;
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read_16bit = read_16bitBE;
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}
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else {
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read_32bit = read_32bitLE;
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read_16bit = read_16bitLE;
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}
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/* parse header tables */
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{
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off_t header2_offset, header3_offset;
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int table2_entries, table3_entries;
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off_t table2_body, table3_body;
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int is_v1, i;
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/* multiple config tables:
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* 0x00: entries
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* 0x04: table head offset
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* 0x08: table body offset
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*
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* table heads are 0x08 * entries:
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* 0x00 = id? (crc-like, varies between tables but consistent between platforms)
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* 0x04 = entry? (number, also in table2_body?)
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*
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* main tables:
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* table1: stream cues? (entry=0x18)
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* table2: stream heads (optional, rarely not all stream bodies may have heads)
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* table3: stream body
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* table4: unknown, very rare, some kind of seek table with numbers going up? (Aggresive Inline: speech01.zsd)
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* table5: unknown, very rare, (X-Men Legends II: boss4_m.zsm)
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* table6/7: not seen
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*
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* table1 may have more entries than table2/3, and sometimes isn't set
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*/
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/* V1 has no table heads, rare [Aggresive Inline (Xbox)]
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* no apparent flag but we can test if table heads offsets appear */
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is_v1 = read_32bit(0x14,streamFile) <= read_32bit(0x1c,streamFile) &&
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read_32bit(0x1c,streamFile) <= read_32bit(0x24,streamFile) &&
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read_32bit(0x24,streamFile) <= read_32bit(0x2c,streamFile) &&
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read_32bit(0x2c,streamFile) <= read_32bit(0x34,streamFile) &&
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read_32bit(0x34,streamFile) <= read_32bit(0x3c,streamFile) &&
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read_32bit(0x3c,streamFile) <= read_32bit(0x44,streamFile);
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if (!is_v1) {
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table2_entries = read_32bit(0x1c,streamFile);
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table2_body = read_32bit(0x24,streamFile);
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table3_entries = read_32bit(0x28,streamFile);
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table3_body = read_32bit(0x30,streamFile);
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}
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else {
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table2_entries = read_32bit(0x18,streamFile);
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table2_body = read_32bit(0x1C,streamFile);
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table3_entries = read_32bit(0x20,streamFile);
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table3_body = read_32bit(0x24,streamFile);
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}
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total_subsongs = table3_entries;
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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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switch (codec) {
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case 0x50432020: /* "PC " */
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if (table2_entries == 0) goto fail;
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header2_offset = table2_body + 0x18*(target_subsong-1);
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layers = read_16bit(header2_offset + 0x02,streamFile);
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sample_rate = read_32bit(header2_offset + 0x04,streamFile);
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header3_offset = table3_body + 0x4c*(target_subsong-1);
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start_offset = read_32bit(header3_offset + 0x00,streamFile);
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stream_size = read_32bit(header3_offset + 0x04,streamFile);
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name_offset = header3_offset + 0x0c;
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name_size = 0x40;
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break;
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case 0x58424F58: { /* "XBOX" */
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size_t entry2_size = is_v1 || check_extensions(streamFile, "zsd") ? 0x14 : 0x1c;
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/* BMX has unordered stream headers, and not every stream has a header */
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header2_offset = 0;
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for (i = 0; i < table2_entries; i++) {
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int16_t id = read_16bit(table2_body + entry2_size*i + 0x00,streamFile);
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if (id >= 0 && id + 1 != target_subsong) /* can be -1 == deleted entry */
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continue;
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header2_offset = table2_body + entry2_size*i;
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break;
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}
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if (header2_offset == 0) {
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if (table2_entries > 0) {
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/* seems usable for sfx, meh */
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header2_offset = table2_body + entry2_size*0;
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layers = read_16bit(header2_offset + 0x02,streamFile);
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sample_rate = read_32bit(header2_offset + 0x04,streamFile);
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}
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else {
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layers = 0;
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sample_rate = 0;
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}
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}
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else {
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layers = read_16bit(header2_offset + 0x02,streamFile);
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sample_rate = read_32bit(header2_offset + 0x04,streamFile);
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if (entry2_size > 0x18) {
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layers2 = read_32bit(header2_offset + 0x18,streamFile);
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}
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}
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header3_offset = table3_body + 0x54*(target_subsong-1);
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start_offset = read_32bit(header3_offset + 0x00,streamFile);
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stream_size = read_32bit(header3_offset + 0x04,streamFile);
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/* 0x08: flags? related to looping? (not channels) */
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//loop_end = read_32bit(header3_offset + 0x10,streamFile);
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name_offset = header3_offset + 0x14;
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name_size = 0x40;
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/* early games sometimes don't seem to have info or headers, not sure how to detect better
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* ex. Aggresive Inline speech (1ch) vs music (2ch), or BMX cutscenes (2ch) */
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if (sample_rate == 0) {
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int is_music = 0;
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if (is_v1) {
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char filename[PATH_LIMIT];
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/* stream length isn't enough */
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get_streamfile_filename(streamFile, filename, sizeof(filename));
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is_music = strcmp(filename, "music.zsd") == 0;
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}
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else {
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is_music = stream_size > 0x20000;
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}
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if (is_music) {
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layers = 0x02;
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sample_rate = 44100;
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}
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else {
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layers = 0x00;
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sample_rate = is_v1 ? 16000 : 22050; /* some BMX need 16000 but can't detect? */
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}
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}
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break;
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}
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case 0x50533220: /* "PS2 " (also for PSP) */
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if (table2_entries == 0) goto fail;
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header2_offset = table2_body + 0x10*(target_subsong-1);
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sample_rate = read_16bit(header2_offset + 0x02,streamFile);
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layers = read_16bit(header2_offset + 0x04,streamFile);
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header3_offset = table3_body + 0x08*(target_subsong-1);
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start_offset = read_32bit(header3_offset + 0x00,streamFile);
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stream_size = read_32bit(header3_offset + 0x04,streamFile);
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name_offset = 0;
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name_size = 0;
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/* pitch value, with 0x1000=44100 (voices vary quite a bit, ex. X-Men Legends 2) */
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sample_rate = round10(sample_rate * 44100.0 / 4096.0);
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/* there may be some rounding for lower values, ex 0x45A = 11993.99 ~= 12000, though not all:
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* 0x1000 = 44100, 0x0800 = 22050, 0x0687 ~= 18000, 0x05ce ~= 16000, 0x045a ~= 12000, 0x0400 = 11025 */
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break;
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case 0x47435542: /* "GCUB" (also for Wii) */
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header2_offset = table2_body + 0x18*(target_subsong-1);
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layers = read_16bit(header2_offset + 0x02,streamFile);
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sample_rate = read_32bit(header2_offset + 0x04,streamFile);
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header3_offset = table3_body + 0x0c*(target_subsong-1);
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start_offset = read_32bit(header3_offset + 0x00,streamFile);
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stream_size = read_32bit(header3_offset + 0x04,streamFile);
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/* 0x08: "DSP " for some reason */
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name_offset = 0;
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name_size = 0;
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break;
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default:
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goto fail;
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}
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/* maybe flags? */
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switch (layers) {
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case 0x00: channel_count = 1; break;
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case 0x01: channel_count = 1; break; /* set when looping? */
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case 0x02: channel_count = 2; break;
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case 0x22: channel_count = 4; break;
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default:
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VGM_LOG("ZSND: unknown layers\n");
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goto fail;
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}
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if (layers2) {
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channel_count = channel_count * layers2;
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}
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loop_flag = 0;
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}
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/* build the VGMSTREAM */
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vgmstream = allocate_vgmstream(channel_count, loop_flag);
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if (!vgmstream) goto fail;
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vgmstream->meta_type = meta_ZSND;
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vgmstream->sample_rate = sample_rate;
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switch (codec) {
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case 0x50432020: /* "PC " */
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vgmstream->coding_type = coding_IMA;
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vgmstream->layout_type = layout_none;
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//todo interleaved stereo (needs to adapt decoder)
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//vgmstream->layout_type = layout_interleave; /* interleaved stereo for >2ch*/
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//vgmstream->interleave_block_size = 0x2000 * 2 / channel_count;
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vgmstream->num_samples = ima_bytes_to_samples(stream_size, channel_count);
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break;
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case 0x58424F58: /* "XBOX" */
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vgmstream->coding_type = coding_XBOX_IMA;
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vgmstream->layout_type = layout_interleave; /* interleaved stereo for >2ch*/
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vgmstream->interleave_block_size = 0x9000 * 2 / channel_count;
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vgmstream->num_samples = xbox_ima_bytes_to_samples(stream_size, channel_count);
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/* very rarely entries refer to external .wma, but redoing the logic to handle only real
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* streams handle is a pain, so signal this case with an empty file [Aggresive Inline (Xbox)] */
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if (vgmstream->num_samples == 0) {
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vgmstream->num_samples = 48;
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}
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break;
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case 0x50533220: /* "PS2 " (also for PSP) */
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vgmstream->coding_type = coding_PSX;
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vgmstream->layout_type = layout_interleave;
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vgmstream->interleave_block_size = 0x800;
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vgmstream->num_samples = ps_bytes_to_samples(stream_size, channel_count);
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break;
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case 0x47435542: /* "GCUB" (also for Wii) */
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vgmstream->coding_type = coding_NGC_DSP;
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vgmstream->layout_type = layout_interleave;
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vgmstream->interleave_block_size = 0x8000;
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/* has a full DSP header, but num_samples may vary slighly between channels, so calc manually */
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dsp_read_coefs_be(vgmstream, streamFile, start_offset+0x1c,0x60);
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dsp_read_hist_be(vgmstream, streamFile, start_offset+0x40, 0x60);
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start_offset += 0x60*channel_count;
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stream_size -= 0x60*channel_count;
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vgmstream->num_samples = dsp_bytes_to_samples(stream_size, channel_count);
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break;
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default:
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goto fail;
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}
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vgmstream->num_streams = total_subsongs;
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vgmstream->stream_size = stream_size;
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if (name_offset) {
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read_string(vgmstream->stream_name,name_size, name_offset,streamFile);
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}
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temp_streamFile = setup_zsnd_streamfile(streamFile, start_offset, stream_size); /* fixes last interleave reads */
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if (!temp_streamFile) goto fail;
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if (!vgmstream_open_stream(vgmstream,temp_streamFile,start_offset))
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goto fail;
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close_streamfile(temp_streamFile);
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return vgmstream;
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fail:
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close_streamfile(temp_streamFile);
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close_vgmstream(vgmstream);
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return NULL;
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}
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