mirror of
https://github.com/vgmstream/vgmstream.git
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193 lines
7.5 KiB
C
193 lines
7.5 KiB
C
#include "meta.h"
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#include "../layout/layout.h"
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#include "../coding/coding.h"
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/* SWVR - from EA games, demuxed from .av/trk/mis/etc [Future Cop L.A.P.D. (PS/PC), Freekstyle (PS2/GC), EA Sports Supercross (PS)] */
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VGMSTREAM* init_vgmstream_ea_swvr(STREAMFILE* sf) {
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VGMSTREAM * vgmstream = NULL;
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off_t start_offset;
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int loop_flag = 0, channels, sample_rate, big_endian;
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coding_t coding;
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uint32_t block_id;
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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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int total_subsongs, target_subsong = sf->stream_index;
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/* checks */
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/* .stream: common (found inside files)
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* .str: shortened, probably unnecessary */
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if (!check_extensions(sf,"stream,str"))
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goto fail;
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/* Files have no actual audio headers, so we inspect the first block for known values.
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* Freekstyle uses multiblocks/subsongs (though some subsongs may be clones?) */
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/* blocks ids are in machine endianness */
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if (read_u32be(0x00,sf) == get_id32be("RVWS")) { /* PS1/PS2/PC */
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big_endian = 0;
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read_32bit = read_32bitLE;
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read_16bit = read_16bitLE;
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start_offset = read_32bit(0x04, sf);
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}
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else if (read_u32be(0x00,sf) == get_id32be("SWVR")) { /* GC */
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big_endian = 1;
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read_32bit = read_32bitBE;
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read_16bit = read_16bitBE;
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start_offset = read_32bit(0x04, sf);
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}
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else if (read_u32be(0x00,sf) == get_id32be("MGAV")) { /* Freekstyle (PS2) raw movies */
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big_endian = 0;
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read_32bit = read_32bitLE;
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read_16bit = read_16bitLE;
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start_offset = 0x00;
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}
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else if (read_u32be(0x00,sf) == get_id32be("DSPM")) { /* Freekstyle (GC) raw movies */
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big_endian = 1;
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read_32bit = read_32bitBE;
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read_16bit = read_16bitBE;
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start_offset = 0x00;
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}
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else {
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goto fail;
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}
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if (read_32bit(start_offset+0x00, sf) == get_id32be("PADD")) /* Freekstyle */
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start_offset += read_32bit(start_offset+0x04, sf);
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if (read_32bit(start_offset+0x00, sf) == get_id32be("FILL")) /* Freekstyle */
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start_offset += read_32bit(start_offset+0x04, sf);
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total_subsongs = 1;
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block_id = read_32bit(start_offset, sf);
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/* value after block id (usually at 0x38) is number of blocks of 0x6000 (results in file size, including FILLs) */
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/* intended sample rate for PSX music (verified in emus) should be 14260, but is found in ELF as pitch value
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* (ex. Nascar Rumble 0x052C in SLUS_010.68 at 0x000143BC): 0x052C * 44100 / 4096 ~= 14254.98046875hz
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* Future Cop PSX pitch looks similar (comparing vs recordings). */
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switch(block_id) {
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case 0x5641474D: /* "VAGM" (stereo music) */
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coding = coding_PSX;
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if (read_16bit(start_offset+0x1a, sf) == 0x0024) {
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total_subsongs = read_32bit(start_offset+0x0c, sf)+1;
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sample_rate = 22050; /* Freekstyle (PS2) */
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}
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else {
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sample_rate = 1324 * 44100 / 4096; /* ~14254 [Future Cop (PS1), Nascar Rumble (PS1), EA Sports Motocross (PS1)] */
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}
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channels = 2;
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break;
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case 0x56414742: /* "VAGB" (mono sfx/voices)*/
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coding = coding_PSX;
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if (read_16bit(start_offset+0x1a, sf) == 0x6400) {
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sample_rate = 22050; /* Freekstyle (PS2) */
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}
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else {
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/* approximate as pitches vary per file (ex. Nascar Rumble: engine=3779, heli=22050, commentary=11050) */
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sample_rate = 1080 * 44100 / 4096; /* ~11627 [EA Sports Motocross (PS1)] */
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}
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channels = 1;
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break;
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case 0x4453504D: /* "DSPM" (stereo music) */
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coding = coding_NGC_DSP;
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total_subsongs = read_32bit(start_offset+0x0c, sf)+1;
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sample_rate = 22050; /* Freekstyle (GC) */
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channels = 2;
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break;
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case 0x44535042: /* "DSPB" (mono voices/sfx) */
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coding = coding_NGC_DSP;
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channels = 1;
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sample_rate = 22050; /* Freekstyle (GC) */
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break;
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case 0x4D534943: /* "MSIC" (stereo music) */
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coding = coding_PCM8_U_int;
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channels = 2;
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sample_rate = 14291; /* assumed, by comparing vs PSX output [Future Cop (PC)] */
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break;
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case 0x53484F43: /* "SHOC" (a generic block but hopefully has PC sounds) */
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if (read_32bit(start_offset+0x10, sf) == get_id32be("SHDR")) { /* Future Cop (PC) */
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/* there is a mini header? after SHDR
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* 0x00: 5
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* 0x04: "snds"
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* 0x08: channels?
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* 0x0c: data size without blocks/padding
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* 0x10: null
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* 0x14: null
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* 0x18: null
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* 0x1c: 1
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* 0x20: 1
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* 0x24: 0x4F430000 */
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if (read_32bit(start_offset+0x18, sf) != get_id32be("snds"))
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goto fail;
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coding = coding_PCM8_U_int;
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channels = 1;
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sample_rate = 16000; /* assumed */
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}
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else {
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//todo
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/* The Lord of the Rings - The Return of the King (PC) uses IMA for sfx (in non-RVWS chunks)
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* and some unknown codec for streams (mixed with strings and cutscene(?) commands) */
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goto fail;
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}
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break;
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default:
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VGM_LOG("EA SWVR: unknown block id\n");
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goto fail;
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}
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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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loop_flag = 0;//(channels > 1); /* some Future Cop LAPD tracks repeat but other games have fadeouts */
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/* build the VGMSTREAM */
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vgmstream = allocate_vgmstream(channels, loop_flag);
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if (!vgmstream) goto fail;
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vgmstream->meta_type = meta_EA_SWVR;
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vgmstream->sample_rate = sample_rate;
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vgmstream->codec_endian = big_endian;
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vgmstream->num_streams = total_subsongs;
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vgmstream->stream_size = get_streamfile_size(sf) / total_subsongs; /* approx... */
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vgmstream->coding_type = coding;
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vgmstream->layout_type = layout_blocked_ea_swvr;
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/* DSP coefs are loaded per block */
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/* some files (voices etc) decode with pops but seems a mastering problem */
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if (!vgmstream_open_stream(vgmstream,sf,start_offset))
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goto fail;
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/* calc num_samples manually */
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{
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int num_samples;
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vgmstream->stream_index = target_subsong; /* needed to skip other subsong-blocks */
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vgmstream->next_block_offset = start_offset;
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do {
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block_update(vgmstream->next_block_offset,vgmstream);
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switch(vgmstream->coding_type) {
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case coding_PSX: num_samples = ps_bytes_to_samples(vgmstream->current_block_size,1); break;
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case coding_NGC_DSP: num_samples = dsp_bytes_to_samples(vgmstream->current_block_size,1); break;
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case coding_PCM8_U_int: num_samples = pcm_bytes_to_samples(vgmstream->current_block_size,1,8); break;
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default: num_samples = 0; break;
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}
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vgmstream->num_samples += num_samples;
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}
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while (vgmstream->next_block_offset < get_streamfile_size(sf));
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block_update(start_offset, vgmstream);
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}
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if (loop_flag) {
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vgmstream->loop_start_sample = 0;
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vgmstream->loop_end_sample = vgmstream->num_samples;
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}
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return vgmstream;
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fail:
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close_vgmstream(vgmstream);
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return NULL;
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}
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