vgmstream/src/meta/ea_eaac.c
2021-12-08 16:41:59 +03:00

1801 lines
64 KiB
C

#include <math.h>
#include "meta.h"
#include "../layout/layout.h"
#include "../coding/coding.h"
#include "ea_eaac_streamfile.h"
/* EAAudioCore (aka SND10) formats, EA's current audio middleware */
#define EAAC_VERSION_V0 0x00 /* SNR/SNS */
#define EAAC_VERSION_V1 0x01 /* SPS */
#define EAAC_CODEC_NONE 0x00
#define EAAC_CODEC_RESERVED 0x01 /* EALAYER3 V1a? MP30/P6L0/P2B0/P2L0/P8S0/P8U0/PFN0? */
#define EAAC_CODEC_PCM16BE 0x02
#define EAAC_CODEC_EAXMA 0x03
#define EAAC_CODEC_XAS1 0x04
#define EAAC_CODEC_EALAYER3_V1 0x05
#define EAAC_CODEC_EALAYER3_V2_PCM 0x06
#define EAAC_CODEC_EALAYER3_V2_SPIKE 0x07
#define EAAC_CODEC_GCADPCM 0x08
#define EAAC_CODEC_EASPEEX 0x09
#define EAAC_CODEC_EATRAX 0x0a
#define EAAC_CODEC_EAMP3 0x0b
#define EAAC_CODEC_EAOPUS 0x0c
#define EAAC_CODEC_EAATRAC9 0x0d
#define EAAC_CODEC_EAOPUSM 0x0e
#define EAAC_CODEC_EAOPUSMU 0x0f
#define EAAC_TYPE_RAM 0x00
#define EAAC_TYPE_STREAM 0x01
#define EAAC_TYPE_GIGASAMPLE 0x02
#define EAAC_BLOCKID0_DATA 0x00
#define EAAC_BLOCKID0_END 0x80 /* maybe meant to be a bitflag? */
#define EAAC_BLOCKID1_HEADER 0x48 /* 'H' */
#define EAAC_BLOCKID1_DATA 0x44 /* 'D' */
#define EAAC_BLOCKID1_END 0x45 /* 'E' */
static VGMSTREAM* init_vgmstream_eaaudiocore_header(STREAMFILE* sf_head, STREAMFILE* sf_data, off_t header_offset, off_t start_offset, meta_t meta_type, int standalone);
static VGMSTREAM* parse_s10a_header(STREAMFILE* sf, off_t offset, uint16_t target_index, off_t ast_offset);
/* .SNR+SNS - from EA latest games (~2005-2010), v0 header */
VGMSTREAM* init_vgmstream_ea_snr_sns(STREAMFILE* sf) {
/* check extension, case insensitive */
if (!check_extensions(sf,"snr"))
goto fail;
return init_vgmstream_eaaudiocore_header(sf, NULL, 0x00, 0x00, meta_EA_SNR_SNS, 1);
fail:
return NULL;
}
/* .SPS - from EA latest games (~2010~present), v1 header */
VGMSTREAM* init_vgmstream_ea_sps(STREAMFILE* sf) {
/* check extension, case insensitive */
if (!check_extensions(sf,"sps"))
goto fail;
return init_vgmstream_eaaudiocore_header(sf, NULL, 0x00, 0x00, meta_EA_SPS, 1);
fail:
return NULL;
}
/* .SNU - from EA Redwood Shores/Visceral games (Dead Space, Dante's Inferno, The Godfather 2), v0 header */
VGMSTREAM* init_vgmstream_ea_snu(STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
off_t start_offset, header_offset;
int32_t (*read_32bit)(off_t,STREAMFILE*) = NULL;
/* check extension, case insensitive */
if (!check_extensions(sf,"snu"))
goto fail;
/* EA SNU header (BE/LE depending on platform) */
/* 0x00(1): related to sample rate? (03=48000)
* 0x01(1): flags/count? (when set has extra block data before start_offset)
* 0x02(1): always 0?
* 0x03(1): channels? (usually matches but rarely may be 0)
* 0x04(4): some size, maybe >>2 ~= number of frames
* 0x08(4): start offset
* 0x0c(4): some sub-offset? (0x20, found when @0x01 is set) */
/* use start_offset as endianness flag */
if (guess_endianness32bit(0x08,sf)) {
read_32bit = read_32bitBE;
} else {
read_32bit = read_32bitLE;
}
header_offset = 0x10; /* SNR header */
start_offset = read_32bit(0x08,sf); /* SNS blocks */
vgmstream = init_vgmstream_eaaudiocore_header(sf, sf, header_offset, start_offset, meta_EA_SNU, 0);
if (!vgmstream) goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}
/* EA ABK - ABK header seems to be same as in the old games but the sound table is different and it contains SNR/SNS sounds instead */
VGMSTREAM* init_vgmstream_ea_abk_eaac(STREAMFILE* sf) {
int is_dupe, total_sounds = 0, target_stream = sf->stream_index;
off_t bnk_offset, modules_table, module_data, player_offset, samples_table, entry_offset, ast_offset;
off_t cfg_num_players_off, cfg_module_data_off, cfg_module_entry_size, cfg_samples_table_off;
uint32_t i, j, k, num_sounds, num_sample_tables;
uint16_t num_modules, bnk_index, bnk_target_index;
uint8_t num_players;
off_t sample_tables[0x400];
VGMSTREAM* vgmstream;
int32_t(*read_32bit)(off_t, STREAMFILE*);
int16_t(*read_16bit)(off_t, STREAMFILE*);
/* check extension */
if (!check_extensions(sf, "abk"))
goto fail;
if (read_32bitBE(0x00, sf) != 0x41424B43) /* "ABKC" */
goto fail;
/* use table offset to check endianness */
if (guess_endianness32bit(0x1C, sf)) {
read_32bit = read_32bitBE;
read_16bit = read_16bitBE;
} else {
read_32bit = read_32bitLE;
read_16bit = read_16bitLE;
}
if (target_stream == 0) target_stream = 1;
if (target_stream < 0)
goto fail;
num_modules = read_16bit(0x0A, sf);
modules_table = read_32bit(0x1C, sf);
bnk_offset = read_32bit(0x20, sf);
num_sample_tables = 0;
bnk_target_index = 0xFFFF;
ast_offset = 0;
if (!bnk_offset || read_32bitBE(bnk_offset, sf) != 0x53313041) /* "S10A" */
goto fail;
/* set up some common values */
if (modules_table == 0x5C) {
/* the usual variant */
cfg_num_players_off = 0x24;
cfg_module_data_off = 0x2C;
cfg_module_entry_size = 0x3C;
cfg_samples_table_off = 0x04;
} else if (modules_table == 0x78) {
/* FIFA 08 has a bunch of extra zeroes all over the place, don't know what's up with that */
cfg_num_players_off = 0x40;
cfg_module_data_off = 0x54;
cfg_module_entry_size = 0x68;
cfg_samples_table_off = 0x0C;
} else {
goto fail;
}
for (i = 0; i < num_modules; i++) {
num_players = read_8bit(modules_table + cfg_num_players_off, sf);
module_data = read_32bit(modules_table + cfg_module_data_off, sf);
if (num_players == 0xff) goto fail; /* EOF read */
for (j = 0; j < num_players; j++) {
player_offset = read_32bit(modules_table + cfg_module_entry_size + 0x04 * j, sf);
samples_table = read_32bit(module_data + player_offset + cfg_samples_table_off, sf);
/* multiple players may point at the same sound table */
is_dupe = 0;
for (k = 0; k < num_sample_tables; k++) {
if (samples_table == sample_tables[k]) {
is_dupe = 1;
break;
}
}
if (is_dupe)
continue;
sample_tables[num_sample_tables++] = samples_table;
num_sounds = read_32bit(samples_table, sf);
if (num_sounds == 0xffffffff) goto fail; /* EOF read */
for (k = 0; k < num_sounds; k++) {
/* 0x00: sound index */
/* 0x02: priority */
/* 0x03: azimuth */
/* 0x08: streamed data offset */
entry_offset = samples_table + 0x04 + 0x0C * k;
bnk_index = read_16bit(entry_offset + 0x00, sf);
/* some of these are dummies */
if (bnk_index == 0xFFFF)
continue;
total_sounds++;
if (target_stream == total_sounds) {
bnk_target_index = bnk_index;
ast_offset = read_32bit(entry_offset + 0x08, sf);
}
}
}
/* skip class controllers */
num_players += read_8bit(modules_table + cfg_num_players_off + 0x03, sf);
modules_table += cfg_module_entry_size + num_players * 0x04;
}
if (bnk_target_index == 0xFFFF || ast_offset == 0)
goto fail;
vgmstream = parse_s10a_header(sf, bnk_offset, bnk_target_index, ast_offset);
if (!vgmstream)
goto fail;
vgmstream->num_streams = total_sounds;
return vgmstream;
fail:
return NULL;
}
/* EA S10A header - seen inside new ABK files. Putting it here in case it's encountered stand-alone. */
static VGMSTREAM* parse_s10a_header(STREAMFILE* sf, off_t offset, uint16_t target_index, off_t sns_offset) {
uint32_t num_sounds;
off_t snr_offset;
STREAMFILE *astFile = NULL;
VGMSTREAM* vgmstream;
/* header is always big endian */
/* 0x00: header magic */
/* 0x04: version */
/* 0x05: padding */
/* 0x06: serial number */
/* 0x08: number of files */
/* 0x0C: offsets table */
if (read_32bitBE(offset + 0x00, sf) != 0x53313041) /* "S10A" */
goto fail;
num_sounds = read_32bitBE(offset + 0x08, sf);
if (num_sounds == 0 || target_index >= num_sounds)
goto fail;
snr_offset = offset + read_32bitBE(offset + 0x0C + 0x04 * target_index, sf);
if (sns_offset == 0xFFFFFFFF) {
/* RAM asset */
//;VGM_LOG("EA S10A: RAM at snr=%lx", snr_offset);
vgmstream = init_vgmstream_eaaudiocore_header(sf, NULL, snr_offset, 0x00, meta_EA_SNR_SNS, 0);
if (!vgmstream)
goto fail;
} else {
/* streamed asset */
astFile = open_streamfile_by_ext(sf, "ast");
if (!astFile) {
vgm_logi("EA ABK: .ast file not found (find and put together)\n");
goto fail;
}
if (read_32bitBE(0x00, astFile) != 0x53313053) /* "S10S" */
goto fail;
//;VGM_LOG("EA S10A: stream at snr=%lx, sns=%lx\n", snr_offset, sns_offset);
vgmstream = init_vgmstream_eaaudiocore_header(sf, astFile, snr_offset, sns_offset, meta_EA_SNR_SNS, 0);
if (!vgmstream)
goto fail;
close_streamfile(astFile);
}
return vgmstream;
fail:
close_streamfile(astFile);
return NULL;
}
/* EA SBR/SBS - used in older 7th gen games for storing SFX */
VGMSTREAM* init_vgmstream_ea_sbr(STREAMFILE* sf) {
uint32_t i, num_sounds, type_desc;
uint16_t num_metas, meta_type;
off_t table_offset, types_offset, entry_offset, metas_offset, data_offset, snr_offset, sns_offset;
STREAMFILE *sbsFile = NULL;
VGMSTREAM* vgmstream = NULL;
int target_stream = sf->stream_index;
if (!check_extensions(sf, "sbr"))
goto fail;
if (read_32bitBE(0x00, sf) != 0x53424B52) /* "SBKR" */
goto fail;
/* SBR files are always big endian */
num_sounds = read_32bitBE(0x1c, sf);
table_offset = read_32bitBE(0x24, sf);
types_offset = read_32bitBE(0x28, sf);
if (target_stream == 0) target_stream = 1;
if (target_stream < 0 || num_sounds == 0 || target_stream > num_sounds)
goto fail;
entry_offset = table_offset + 0x0a * (target_stream - 1);
num_metas = read_16bitBE(entry_offset + 0x04, sf);
metas_offset = read_32bitBE(entry_offset + 0x06, sf);
snr_offset = 0;
sns_offset = 0;
for (i = 0; i < num_metas; i++) {
entry_offset = metas_offset + 0x06 * i;
meta_type = read_16bitBE(entry_offset + 0x00, sf);
data_offset = read_32bitBE(entry_offset + 0x02, sf);
type_desc = read_32bitBE(types_offset + 0x06 * meta_type, sf);
switch (type_desc) {
case 0x534E5231: /* "SNR1" */
snr_offset = data_offset;
break;
case 0x534E5331: /* "SNS1" */
sns_offset = read_32bitBE(data_offset, sf);
break;
default:
break;
}
}
if (snr_offset == 0 && sns_offset == 0)
goto fail;
if (snr_offset == 0) {
/* SPS file */
sbsFile = open_streamfile_by_ext(sf, "sbs");
if (!sbsFile)
goto fail;
if (read_32bitBE(0x00, sbsFile) != 0x53424B53) /* "SBKS" */
goto fail;
vgmstream = init_vgmstream_eaaudiocore_header(sbsFile, NULL, sns_offset, 0x00, meta_EA_SPS, 0);
if (!vgmstream)
goto fail;
} else if (sns_offset == 0) {
/* RAM asset */
vgmstream = init_vgmstream_eaaudiocore_header(sf, NULL, snr_offset, 0x00, meta_EA_SNR_SNS, 0);
if (!vgmstream)
goto fail;
} else {
/* streamed asset */
sbsFile = open_streamfile_by_ext(sf, "sbs");
if (!sbsFile)
goto fail;
if (read_32bitBE(0x00, sbsFile) != 0x53424B53) /* "SBKS" */
goto fail;
vgmstream = init_vgmstream_eaaudiocore_header(sf, sbsFile, snr_offset, sns_offset, meta_EA_SNR_SNS, 0);
if (!vgmstream)
goto fail;
}
vgmstream->num_streams = num_sounds;
close_streamfile(sbsFile);
return vgmstream;
fail:
close_streamfile(sbsFile);
return NULL;
}
/* EA HDR/STH/DAT - seen in older 7th gen games, used for storing speech */
VGMSTREAM* init_vgmstream_ea_hdr_sth_dat(STREAMFILE* sf) {
int target_stream = sf->stream_index;
uint32_t snr_offset, sns_offset, block_size;
uint16_t sth_offset, sth_offset2;
uint8_t userdata_size, total_sounds, block_id;
size_t dat_size;
STREAMFILE *sf_dat = NULL, *sf_sth = NULL;
VGMSTREAM* vgmstream;
uint32_t(*read_u32)(off_t, STREAMFILE*);
/* 0x00: ID */
/* 0x02: parameters (userdata size, ...) */
/* 0x03: number of files */
/* 0x04: sub-ID (used for different police voices in NFS games) */
/* 0x08: sample repeat (alt number of files?) */
/* 0x09: block size (always zero?) */
/* 0x0a: number of blocks (related to size?) */
/* 0x0c: number of sub-banks (always zero?) */
/* 0x0e: padding */
/* 0x10: table start */
if (!check_extensions(sf, "hdr"))
goto fail;
if (read_u8(0x09, sf) != 0)
goto fail;
if (read_u32be(0x0c, sf) != 0)
goto fail;
/* first offset is always zero */
if (read_u16be(0x10, sf) != 0)
goto fail;
sf_sth = open_streamfile_by_ext(sf, "sth");
if (!sf_sth)
goto fail;
sf_dat = open_streamfile_by_ext(sf, "dat");
if (!sf_dat)
goto fail;
/* STH always starts with the first offset of zero */
sns_offset = read_u32be(0x00, sf_sth);
if (sns_offset != 0)
goto fail;
/* check if DAT starts with a correct SNS block */
block_id = read_u8(0x00, sf_dat);
if (block_id != EAAC_BLOCKID0_DATA && block_id != EAAC_BLOCKID0_END)
goto fail;
userdata_size = read_u8(0x02, sf) & 0x0F;
total_sounds = read_u8(0x03, sf);
if (read_u8(0x08, sf) > total_sounds)
goto fail;
if (target_stream == 0) target_stream = 1;
if (target_stream < 0 || total_sounds == 0 || target_stream > total_sounds)
goto fail;
/* offsets in HDR are always big endian */
sth_offset = read_u16be(0x10 + (0x02 + userdata_size) * (target_stream - 1), sf);
#if 0
snr_offset = sth_offset + 0x04;
sns_offset = read_u32(sth_offset + 0x00, sf_sth);
#else
/* overly intricate way to detect byte endianness because of the simplicity of HDR format */
dat_size = get_streamfile_size(sf_dat);
snr_offset = 0;
sns_offset = 0;
if (total_sounds == 1) {
/* always 0 */
snr_offset = sth_offset + 0x04;
sns_offset = 0x00;
} else {
/* find the first sound size and match it up with the second sound offset to detect endianness */
while (1) {
if (sns_offset >= dat_size)
goto fail;
block_id = read_u8(sns_offset, sf_dat);
block_size = read_u32be(sns_offset, sf_dat) & 0x00FFFFFF;
if (block_size == 0)
goto fail;
if (block_id != EAAC_BLOCKID0_DATA && block_id != EAAC_BLOCKID0_END)
goto fail;
sns_offset += block_size;
if (block_id == EAAC_BLOCKID0_END)
break;
}
sns_offset = align_size_to_block(sns_offset, 0x40);
sth_offset2 = read_u16be(0x10 + (0x02 + userdata_size) * 1, sf);
if (sns_offset == read_u32be(sth_offset2, sf_sth)) {
read_u32 = read_u32be;
} else if (sns_offset == read_u32le(sth_offset2, sf_sth)) {
read_u32 = read_u32le;
} else {
goto fail;
}
snr_offset = sth_offset + 0x04;
sns_offset = read_u32(sth_offset + 0x00, sf_sth);
}
#endif
block_id = read_u8(sns_offset, sf_dat);
if (block_id != EAAC_BLOCKID0_DATA && block_id != EAAC_BLOCKID0_END)
goto fail;
vgmstream = init_vgmstream_eaaudiocore_header(sf_sth, sf_dat, snr_offset, sns_offset, meta_EA_SNR_SNS, 0);
if (!vgmstream)
goto fail;
vgmstream->num_streams = total_sounds;
close_streamfile(sf_sth);
close_streamfile(sf_dat);
return vgmstream;
fail:
close_streamfile(sf_sth);
close_streamfile(sf_dat);
return NULL;
}
/* open map/mpf+mus pairs that aren't exact pairs, since EA's games can load any combo */
static STREAMFILE *open_mapfile_pair(STREAMFILE* sf, int track /*, int num_tracks*/) {
static const char *const mapfile_pairs[][2] = {
/* standard cases, replace map part with mus part (from the end to preserve prefixes) */
{"game.mpf", "Game_Stream.mus"}, /* Skate 1/2/3 */
{"ipod.mpf", "Ipod_Stream.mus"},
{"world.mpf", "World_Stream.mus"},
{"FreSkate.mpf", "track.mus,ram.mus"}, /* Skate It */
{"nsf_sing.mpf", "track_main.mus"}, /* Need for Speed: Nitro */
{"nsf_wii.mpf", "Track.mus"},
{"ssx_fe.mpf", "stream_1.mus,stream_2.mus"}, /* SSX 2012 */
{"ssxdd.mpf", "main_trk.mus,"
"trick_alaska0.mus,"
"trick_rockies0.mus,"
"trick_pata0.mus,"
"trick_ant0.mus,"
"trick_killi0.mus,"
"trick_cyb0.mus,"
"trick_hima0.mus,"
"trick_nz0.mus,"
"trick_alps0.mus,"
"trick_lhotse0.mus"}
};
STREAMFILE *sf_mus = NULL;
char file_name[PATH_LIMIT];
int pair_count = (sizeof(mapfile_pairs) / sizeof(mapfile_pairs[0]));
int i, j;
size_t file_len, map_len;
/* try parsing TXTM if present */
sf_mus = read_filemap_file(sf, track);
if (sf_mus) return sf_mus;
/* if loading the first track, try opening MUS with the same name first (most common scenario) */
if (track == 0) {
sf_mus = open_streamfile_by_ext(sf, "mus");
if (sf_mus) return sf_mus;
}
get_streamfile_filename(sf, file_name, PATH_LIMIT);
file_len = strlen(file_name);
for (i = 0; i < pair_count; i++) {
const char *map_name = mapfile_pairs[i][0];
const char *mus_name = mapfile_pairs[i][1];
char buf[PATH_LIMIT] = { 0 };
char *pch;
int use_mask = 0;
map_len = strlen(map_name);
/* replace map_name with expected mus_name */
if (file_len < map_len)
continue;
if (map_name[0] == '*') {
use_mask = 1;
map_name++;
map_len--;
if (strncmp(file_name + (file_len - map_len), map_name, map_len) != 0)
continue;
} else {
if (strcmp(file_name, map_name) != 0)
continue;
}
strncpy(buf, mus_name, PATH_LIMIT - 1);
pch = strtok(buf, ","); //TODO: not thread safe in std C
for (j = 0; j < track && pch; j++) {
pch = strtok(NULL, ",");
}
if (!pch) continue; /* invalid track */
if (use_mask) {
file_name[file_len - map_len] = '\0';
strncat(file_name, pch + 1, PATH_LIMIT - 1);
} else {
strncpy(file_name, pch, PATH_LIMIT - 1);
}
sf_mus = open_streamfile_by_filename(sf, file_name);
if (sf_mus) return sf_mus;
get_streamfile_filename(sf, file_name, PATH_LIMIT); /* reset for next loop */
}
/* hack when when multiple maps point to the same mus, uses name before "+"
* ex. ZZZTR00A.TRJ+ZTR00PGR.MAP or ZZZTR00A.TRJ+ZTR00R0A.MAP both point to ZZZTR00A.TRJ */
{
char *mod_name = strchr(file_name, '+');
if (mod_name) {
mod_name[0] = '\0';
sf_mus = open_streamfile_by_filename(sf, file_name);
if (sf_mus) return sf_mus;
}
}
vgm_logi("EA MPF: .mus file not found (find and put together)\n");
return NULL;
}
/* EA MPF/MUS combo - used in older 7th gen games for storing interactive music */
VGMSTREAM* init_vgmstream_ea_mpf_mus_eaac(STREAMFILE* sf) {
uint32_t num_tracks, track_start, track_checksum = 0, mus_sounds, mus_stream = 0;
uint32_t tracks_table, samples_table, eof_offset, table_offset, entry_offset, snr_offset, sns_offset;
uint16_t num_subbanks;
uint8_t version, sub_version;
STREAMFILE *musFile = NULL;
VGMSTREAM* vgmstream = NULL;
int i;
int target_stream = sf->stream_index, total_streams, is_ram = 0;
uint32_t(*read_u32)(off_t, STREAMFILE *);
uint16_t(*read_u16)(off_t, STREAMFILE *);
/* check extension */
if (!check_extensions(sf, "mpf"))
goto fail;
/* detect endianness */
if (read_u32be(0x00, sf) == 0x50464478) { /* "PFDx" */
read_u32 = read_u32be;
read_u16 = read_u16be;
} else if (read_u32le(0x00, sf) == 0x50464478) { /* "xDFP" */
read_u32 = read_u32le;
read_u16 = read_u16le;
} else {
goto fail;
}
version = read_u8(0x04, sf);
sub_version = read_u8(0x05, sf);
if (version != 5 || sub_version < 2 || sub_version > 3) goto fail;
num_tracks = read_u8(0x0d, sf);
tracks_table = read_u32(0x2c, sf);
samples_table = read_u32(0x34, sf);
eof_offset = read_u32(0x38, sf);
total_streams = (eof_offset - samples_table) / 0x08;
if (target_stream == 0) target_stream = 1;
if (target_stream < 0 || total_streams == 0 || target_stream > total_streams)
goto fail;
for (i = num_tracks - 1; i >= 0; i--) {
entry_offset = read_u32(tracks_table + i * 0x04, sf) * 0x04;
track_start = read_u32(entry_offset + 0x00, sf);
if (track_start == 0 && i != 0)
continue; /* empty track */
if (track_start <= target_stream - 1) {
num_subbanks = read_u16(entry_offset + 0x04, sf);
track_checksum = read_u32be(entry_offset + 0x08, sf);
is_ram = (num_subbanks != 0);
if (num_subbanks > 1) {
VGM_LOG("EA MPF: Found EAAC MPF with more than 1 RAM sub-bank.\n");
goto fail;
}
/* checks to distinguish it from older versions */
if (is_ram) {
if (read_u32(entry_offset + 0x0c, sf) != 0x00)
goto fail;
track_checksum = read_u32be(entry_offset + 0x14, sf);
} else {
if (read_u32(entry_offset + 0x0c, sf) == 0x00)
goto fail;
}
mus_stream = target_stream - 1 - track_start;
break;
}
}
/* open MUS file that matches this track */
musFile = open_mapfile_pair(sf, i);//, num_tracks
if (!musFile)
goto fail;
if (read_u32be(0x00, musFile) != track_checksum)
goto fail;
/* sample offsets table is still there but it just holds SNS offsets, it's of little use to us */
/* MUS file has a header, however */
if (sub_version == 2) {
if (read_u32(0x04, musFile) != 0x00)
goto fail;
/*
* 0x00: flags? index?
* 0x04: SNR offset
* 0x08: SNS offset (contains garbage for RAM sounds)
*/
table_offset = 0x08;
entry_offset = table_offset + mus_stream * 0x0c;
snr_offset = read_u32(entry_offset + 0x04, musFile);
sns_offset = read_u32(entry_offset + 0x08, musFile);
} else if (sub_version == 3) {
/* number of samples is always little endian */
mus_sounds = read_u32le(0x04, musFile);
if (mus_stream >= mus_sounds)
goto fail;
if (is_ram) {
/* not seen so far */
VGM_LOG("Found RAM SNR in MPF v5.3.\n");
goto fail;
}
/*
* 0x00: checksum
* 0x04: index
* 0x06: sub-index
* 0x08: SNR offset
* 0x0c: SNS offset
* 0x10: SNR size
* 0x14: SNS size
* 0x18: zero
*/
table_offset = 0x28;
entry_offset = table_offset + mus_stream * 0x1c;
snr_offset = read_u32(entry_offset + 0x08, musFile) * 0x10;
sns_offset = read_u32(entry_offset + 0x0c, musFile) * 0x80;
} else {
goto fail;
}
vgmstream = init_vgmstream_eaaudiocore_header(musFile, musFile, snr_offset, sns_offset, meta_EA_SNR_SNS, 0);
if (!vgmstream)
goto fail;
vgmstream->num_streams = total_streams;
get_streamfile_filename(musFile, vgmstream->stream_name, STREAM_NAME_SIZE);
close_streamfile(musFile);
return vgmstream;
fail:
close_streamfile(musFile);
return NULL;
}
/* EA TMX - used for engine sounds in NFS games (2007-2011) */
VGMSTREAM* init_vgmstream_ea_tmx(STREAMFILE* sf) {
uint32_t num_sounds, sound_type, table_offset, data_offset, entry_offset, sound_offset;
VGMSTREAM* vgmstream = NULL;
STREAMFILE* temp_sf = NULL;
int target_stream = sf->stream_index;
uint32_t(*read_u32)(off_t, STREAMFILE *);
if (!check_extensions(sf, "tmx"))
goto fail;
if (read_u32be(0x0c, sf) == 0x30303031) { /* "0001" */
read_u32 = read_u32be;
} else if (read_u32le(0x0c, sf) == 0x30303031) { /* "1000" */
read_u32 = read_u32le;
} else {
goto fail;
}
num_sounds = read_u32(0x20, sf);
table_offset = read_u32(0x58, sf);
data_offset = read_u32(0x5c, sf);
if (target_stream == 0) target_stream = 1;
if (target_stream < 0 || num_sounds == 0 || target_stream > num_sounds)
goto fail;
entry_offset = table_offset + (target_stream - 1) * 0x24;
sound_type = read_u32(entry_offset + 0x00, sf);
sound_offset = read_u32(entry_offset + 0x08, sf) + data_offset;
switch (sound_type) {
case 0x47494E20: /* "GIN " */
temp_sf = setup_subfile_streamfile(sf, sound_offset, get_streamfile_size(sf) - sound_offset, "gin");
if (!temp_sf) goto fail;
vgmstream = init_vgmstream_gin(temp_sf);
if (!vgmstream) goto fail;
close_streamfile(temp_sf);
break;
case 0x534E5220: /* "SNR " */
vgmstream = init_vgmstream_eaaudiocore_header(sf, NULL, sound_offset, 0x00, meta_EA_SNR_SNS, 0);
if (!vgmstream) goto fail;
break;
default:
goto fail;
}
vgmstream->num_streams = num_sounds;
return vgmstream;
fail:
close_streamfile(temp_sf);
return NULL;
}
/* EA Harmony Sample Bank - used in 8th gen EA Sports games */
VGMSTREAM* init_vgmstream_ea_sbr_harmony(STREAMFILE* sf) {
uint64_t base_offset, sound_offset, offset, prev_offset;
uint32_t chunk_id, data_offset, table_offset, dset_offset, set_values, set_sounds, sound_table_offset;
int32_t flag;
uint16_t num_dsets;
uint8_t set_type, offset_size;
uint32_t i, j;
char sound_name[STREAM_NAME_SIZE];
STREAMFILE *sf_sbs = NULL, *sf_data = NULL;
VGMSTREAM* vgmstream = NULL;
int target_stream = sf->stream_index, total_sounds, local_target, is_streamed = 0;
uint64_t(*read_u64)(off_t, STREAMFILE *);
uint32_t(*read_u32)(off_t, STREAMFILE*);
uint16_t(*read_u16)(off_t, STREAMFILE*);
if (!check_extensions(sf, "sbr"))
goto fail;
/* check header */
if (is_id32be(0x00, sf, "SBle")) {
read_u64 = read_u64le;
read_u32 = read_u32le;
read_u16 = read_u16le;
} else if (is_id32be(0x00, sf, "SBbe")) {
read_u64 = read_u64be;
read_u32 = read_u32be;
read_u16 = read_u16be;
} else {
goto fail;
}
num_dsets = read_u16(0x0a, sf);
table_offset = read_u32(0x18, sf);
data_offset = read_u32(0x20, sf);
if (target_stream == 0) target_stream = 1;
if (target_stream < 0)
goto fail;
total_sounds = 0;
sound_offset = 0;
/* the bank is split into DSET sections each of which references one or multiple sounds */
/* each set can contain RAM sounds (stored in SBR in data section) or streamed sounds (stored separately in SBS file) */
for (i = 0; i < num_dsets; i++) {
dset_offset = read_u32(table_offset + 0x08 * i, sf);
if (read_u32(dset_offset, sf) != 0x44534554) /* "DSET" */
goto fail;
set_values = read_u32(dset_offset + 0x38, sf);
local_target = target_stream - total_sounds - 1;
dset_offset += 0x48;
/* Find RAM or OFF chunk */
while(1) {
chunk_id = read_u32(dset_offset, sf);
if (chunk_id == 0x2E52414D) { /* ".RAM" */
break;
} else if (chunk_id == 0x2E4F4646) { /* ".OFF" */
break;
} else if (chunk_id == 0x2E4C4452 || /* ".LDR" */
chunk_id == 0x2E4F424A || /* ".OBJ" */
chunk_id == 0x2E445552 || /* ".DUR" */
(chunk_id & 0xFF00FFFF) == 0x2E00534C) { /* ".?SL */
dset_offset += 0x18;
} else {
goto fail;
}
}
/* different set types store offsets differently */
set_type = read_u8(dset_offset + 0x05, sf);
/* data sets often contain duplicate offets, need to filter them out however we can */
/* offsets are stored in ascending order which makes things easier */
if (set_type == 0x00) {
set_sounds = 1;
total_sounds += set_sounds;
if (local_target < 0 || local_target > 0)
continue;
sound_offset = read_u64(dset_offset + 0x08, sf);
} else if (set_type == 0x01) {
flag = (int16_t)read_u16(dset_offset + 0x06, sf);
base_offset = read_u64(dset_offset + 0x08, sf);
set_sounds = set_values;
total_sounds += set_sounds;
if (local_target < 0 || local_target >= set_sounds)
continue;
sound_offset = base_offset + flag * local_target;
} else if (set_type == 0x02) {
flag = (read_u16(dset_offset + 0x06, sf) >> 0) & 0xFF;
offset_size = (read_u16(dset_offset + 0x06, sf) >> 8) & 0xFF;
base_offset = read_u64(dset_offset + 0x08, sf);
sound_table_offset = read_u32(dset_offset + 0x10, sf);
set_sounds = 0;
prev_offset = UINT64_MAX;
for (j = 0; j < set_values; j++) {
if (offset_size == 0x01) {
offset = read_u8(sound_table_offset + 0x01 * j, sf);
} else if (offset_size == 0x02) {
offset = read_u16(sound_table_offset + 0x02 * j, sf);
} else if (offset_size == 0x04) {
offset = read_u32(sound_table_offset + 0x04 * j, sf);
} else {
goto fail;
}
offset <<= flag;
offset += base_offset;
if (offset != prev_offset) {
if (set_sounds == local_target)
sound_offset = offset;
set_sounds++;
}
prev_offset = offset;
}
total_sounds += set_sounds;
if (local_target < 0 || local_target >= set_sounds)
continue;
} else if (set_type == 0x03) {
offset_size = (read_u16(dset_offset + 0x06, sf) >> 8) & 0xFF;
set_sounds = read_u64(dset_offset + 0x08, sf);
sound_table_offset = read_u32(dset_offset + 0x10, sf);
total_sounds += set_sounds;
if (local_target < 0 || local_target >= set_sounds)
continue;
if (offset_size == 0x01) {
sound_offset = read_u8(sound_table_offset + 0x01 * local_target, sf);
} else if (offset_size == 0x02) {
sound_offset = read_u16(sound_table_offset + 0x02 * local_target, sf);
} else if (offset_size == 0x04) {
sound_offset = read_u32(sound_table_offset + 0x04 * local_target, sf);
} else {
goto fail;
}
} else if (set_type == 0x04) {
sound_table_offset = read_u32(dset_offset + 0x10, sf);
set_sounds = 0;
prev_offset = UINT64_MAX;
for (j = 0; j < set_values; j++) {
offset = read_u64(sound_table_offset + 0x08 * j, sf);
if (sound_offset != prev_offset) {
if (set_sounds == local_target)
sound_offset = offset;
set_sounds++;
}
prev_offset = offset;
}
total_sounds += set_sounds;
if (local_target < 0 || local_target >= set_sounds)
continue;
} else {
goto fail;
}
snprintf(sound_name, STREAM_NAME_SIZE, "DSET %02d/%04d", i, local_target);
if (chunk_id == 0x2E52414D) { /* ".RAM" */
is_streamed = 0;
} else if (chunk_id == 0x2E4F4646) { /* ".OFF" */
is_streamed = 1;
}
}
if (sound_offset == 0)
goto fail;
if (!is_streamed) {
/* RAM asset */
if (!is_id32be(data_offset, sf, "data") &&
!is_id32be(data_offset, sf, "DATA"))
goto fail;
sf_data = sf;
sound_offset += data_offset;
} else {
/* streamed asset */
sf_sbs = open_streamfile_by_ext(sf, "sbs");
if (!sf_sbs)
goto fail;
if (!is_id32be(0x00, sf_sbs, "data") &&
!is_id32be(0x00, sf_sbs, "DATA"))
goto fail;
sf_data = sf_sbs;
if (is_id32be(sound_offset, sf_data, "slot")) {
/* skip "slot" section */
sound_offset += 0x30;
}
}
vgmstream = init_vgmstream_eaaudiocore_header(sf_data, NULL, sound_offset, 0x00, meta_EA_SPS, 0);
if (!vgmstream)
goto fail;
vgmstream->num_streams = total_sounds;
strncpy(vgmstream->stream_name, sound_name, STREAM_NAME_SIZE);
close_streamfile(sf_sbs);
return vgmstream;
fail:
close_streamfile(sf_sbs);
return NULL;
}
/* ************************************************************************* */
typedef struct {
int version;
int codec;
int channel_config;
int sample_rate;
int type;
int streamed;
int channels;
int num_samples;
int loop_start;
int loop_end;
int loop_flag;
int prefetch_samples;
off_t stream_offset;
off_t loop_offset;
off_t prefetch_offset;
} eaac_header;
static segmented_layout_data* build_segmented_eaaudiocore_looping(STREAMFILE *sf_data, eaac_header *eaac);
static layered_layout_data* build_layered_eaaudiocore(STREAMFILE* sf, eaac_header *eaac, off_t start_offset);
static STREAMFILE *setup_eaac_streamfile(eaac_header *ea, STREAMFILE* sf_head, STREAMFILE* sf_data);
static size_t calculate_eaac_size(STREAMFILE* sf, eaac_header *ea, uint32_t num_samples, off_t start_offset, int is_ram);
/* EA newest header from RwAudioCore (RenderWare?) / EAAudioCore library (still generated by sx.exe).
* Audio "assets" come in separate RAM headers (.SNR/SPH) and raw blocked streams (.SNS/SPS),
* or together in pseudoformats (.SNU, .SBR+.SBS banks, .AEMS, .MUS, etc).
* Some .SNR include stream data, while .SPS have headers so .SPH is optional. */
static VGMSTREAM* init_vgmstream_eaaudiocore_header(STREAMFILE* sf_head, STREAMFILE* sf_data, off_t header_offset, off_t start_offset, meta_t meta_type, int standalone) {
VGMSTREAM* vgmstream = NULL;
STREAMFILE *temp_sf = NULL, *sf = NULL, *snsFile = NULL;
uint32_t header1, header2, header_block_size = 0, header_size;
uint8_t header_block_id;
eaac_header eaac = {0};
if (meta_type == meta_EA_SPS) {
header_block_id = read_8bit(header_offset, sf_head);
header_block_size = read_32bitBE(header_offset, sf_head) & 0x00FFFFFF;
if (header_block_id != EAAC_BLOCKID1_HEADER)
goto fail;
header_offset += 0x04;
}
/* EA SNR/SPH header */
header1 = (uint32_t)read_32bitBE(header_offset + 0x00, sf_head);
header2 = (uint32_t)read_32bitBE(header_offset + 0x04, sf_head);
eaac.version = (header1 >> 28) & 0x0F; /* 4 bits */
eaac.codec = (header1 >> 24) & 0x0F; /* 4 bits */
eaac.channel_config = (header1 >> 18) & 0x3F; /* 6 bits */
eaac.sample_rate = (header1 >> 0) & 0x03FFFF; /* 18 bits */
eaac.type = (header2 >> 30) & 0x03; /* 2 bits */
eaac.loop_flag = (header2 >> 29) & 0x01; /* 1 bit */
eaac.num_samples = (header2 >> 0) & 0x1FFFFFFF; /* 29 bits */
/* rest is optional, depends on used flags and codec (handled below) */
/* common channel configs are mono/stereo/quad/5.1/7.1 (from debug strings), while others are quite rare
* [Battlefield 4 (X360)-EAXMA: 3/5/7ch, Army of Two: The Devil's Cartel (PS3)-EALayer3v2P: 11ch] */
eaac.channels = eaac.channel_config + 1;
/* EA 6ch channel mapping is L C R BL BR LFE, but may use stereo layers for dynamic music
* instead, so we can't re-map automatically (use TXTP) */
/* V0: SNR+SNS, V1: SPH+SPS (no apparent differences, other than block flags) */
if (eaac.version != EAAC_VERSION_V0 && eaac.version != EAAC_VERSION_V1) {
VGM_LOG("EA EAAC: unknown version\n");
goto fail;
}
/* accepted max (some Dead Space 2 (PC) do use 96000) */
if (eaac.sample_rate > 200000) {
VGM_LOG("EA EAAC: unknown sample rate\n");
goto fail;
}
/* catch unknown values */
if (eaac.type != EAAC_TYPE_RAM && eaac.type != EAAC_TYPE_STREAM && eaac.type != EAAC_TYPE_GIGASAMPLE) {
VGM_LOG("EA EAAC: unknown type 0x%02x\n", eaac.type);
goto fail;
}
if (eaac.version == EAAC_VERSION_V1 && eaac.type != EAAC_TYPE_STREAM) {
/* should never happen */
VGM_LOG("EA EAAC: bad stream type for version %x\n", eaac.version);
goto fail;
}
/* Non-streamed sounds are stored as a single block (may not set block end flags) */
eaac.streamed = (eaac.type != EAAC_TYPE_RAM);
/* get loops (fairly involved due to the multiple layouts and mutant streamfiles)
* full loops aren't too uncommon [Dead Space (PC) stream sfx/ambiance, FIFA 08 (PS3) RAM sfx],
* while actual looping is very rare [Need for Speed: World (PC)-EAL3, The Simpsons Game (X360)-EAXMA] */
/* get optional header values */
header_size = 0x08;
if (eaac.loop_flag) {
header_size += 0x04;
eaac.loop_start = read_32bitBE(header_offset + 0x08, sf_head);
eaac.loop_end = eaac.num_samples;
/* TODO: need more cases to test how layout/streamfiles react */
if (eaac.loop_start > 0 && !(
eaac.codec == EAAC_CODEC_EALAYER3_V1 ||
eaac.codec == EAAC_CODEC_EALAYER3_V2_PCM ||
eaac.codec == EAAC_CODEC_EALAYER3_V2_SPIKE ||
eaac.codec == EAAC_CODEC_EAXMA ||
eaac.codec == EAAC_CODEC_XAS1)) {
VGM_LOG("EA EAAC: unknown actual looping for codec %x\n", eaac.codec);
goto fail;
}
}
switch (eaac.type) {
case EAAC_TYPE_RAM:
break;
case EAAC_TYPE_STREAM:
if (eaac.loop_flag) {
header_size += 0x04;
eaac.loop_offset = read_32bitBE(header_offset + 0x0c, sf_head);
}
break;
case EAAC_TYPE_GIGASAMPLE: /* rarely seen [Def Jam Icon (X360)] */
header_size += 0x04;
eaac.prefetch_samples = read_32bitBE(header_offset + eaac.loop_flag ? 0x0c : 0x08, sf_head);
if (eaac.loop_flag && eaac.loop_start >= eaac.prefetch_samples) {
header_size += 0x04;
eaac.loop_offset = read_32bitBE(header_offset + 0x10, sf_head);
}
break;
default:
goto fail;
}
/* get data offsets */
if (eaac.version == EAAC_VERSION_V0) {
switch (eaac.type) {
case EAAC_TYPE_RAM:
eaac.stream_offset = header_offset + header_size;
break;
case EAAC_TYPE_STREAM:
eaac.stream_offset = start_offset;
break;
case EAAC_TYPE_GIGASAMPLE:
eaac.prefetch_offset = header_offset + header_size;
eaac.stream_offset = start_offset;
break;
default:
goto fail;
}
} else {
eaac.stream_offset = header_offset - 0x04 + header_block_size;
}
/* correct loop offsets */
if (eaac.loop_flag) {
if (eaac.streamed) {
/* SNR+SNS are separate so offsets are relative to the data start
* (first .SNS block, or extra data before the .SNS block in case of .SNU)
* SPS have headers+data together so offsets are relative to the file start [ex. FIFA 18 (PC)] */
if (eaac.version == EAAC_VERSION_V0) {
if (eaac.prefetch_samples != 0) {
if (eaac.loop_start == 0) {
/* loop from the beginning */
eaac.loop_offset = 0x00;
} else if (eaac.loop_start < eaac.prefetch_samples) {
/* loop from the second RAM block */
eaac.loop_offset = read_32bitBE(eaac.prefetch_offset, sf_head) & 0x00FFFFFF;
} else {
/* loop from offset within SNS */
eaac.loop_offset += read_32bitBE(eaac.prefetch_offset, sf_head) & 0x00FFFFFF;
}
}
} else {
eaac.loop_offset -= header_block_size;
}
} else if (eaac.loop_start > 0) {
/* RAM assets have two blocks in case of actual loops */
/* find the second block by getting the first block size */
eaac.loop_offset = read_32bitBE(eaac.stream_offset, sf_head) & 0x00FFFFFF;
} else {
/* RAM assets have only one block in case of full loops */
eaac.loop_offset = 0x00; /* implicit */
}
}
if (eaac.version == EAAC_VERSION_V0 && eaac.streamed) {
/* open SNS file if needed */
if (standalone) {
snsFile = open_streamfile_by_ext(sf_head, "sns");
sf_data = snsFile;
}
if (!sf_data) goto fail;
}
/* build streamfile with audio data */
sf = setup_eaac_streamfile(&eaac, sf_head, sf_data);
if (!sf) goto fail;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(eaac.channels,eaac.loop_flag);
if (!vgmstream) goto fail;
vgmstream->sample_rate = eaac.sample_rate;
vgmstream->num_samples = eaac.num_samples;
vgmstream->loop_start_sample = eaac.loop_start;
vgmstream->loop_end_sample = eaac.loop_end;
vgmstream->meta_type = meta_type;
vgmstream->stream_size = get_streamfile_size(sf);
/* EA decoder list and known internal FourCCs */
switch(eaac.codec) {
case EAAC_CODEC_PCM16BE: /* "P6B0": PCM16BE [NBA Jam (Wii)] */
vgmstream->coding_type = coding_PCM16_int;
vgmstream->codec_endian = 1;
vgmstream->layout_type = layout_blocked_ea_sns;
break;
#ifdef VGM_USE_FFMPEG
case EAAC_CODEC_EAXMA: { /* "EXm0": EA-XMA [Dante's Inferno (X360)] */
/* special (if hacky) loop handling, see comments */
if (eaac.loop_start > 0) {
segmented_layout_data *data = build_segmented_eaaudiocore_looping(sf, &eaac);
if (!data) goto fail;
vgmstream->layout_data = data;
vgmstream->coding_type = data->segments[0]->coding_type;
vgmstream->layout_type = layout_segmented;
}
else {
vgmstream->layout_data = build_layered_eaaudiocore(sf, &eaac, 0x00);
if (!vgmstream->layout_data) goto fail;
vgmstream->coding_type = coding_FFmpeg;
vgmstream->layout_type = layout_layered;
}
break;
}
#endif
case EAAC_CODEC_XAS1: /* "Xas1": EA-XAS v1 [Dead Space (PC/PS3)] */
/* special (if hacky) loop handling, see comments */
if (eaac.loop_start > 0) {
segmented_layout_data *data = build_segmented_eaaudiocore_looping(sf, &eaac);
if (!data) goto fail;
vgmstream->layout_data = data;
vgmstream->coding_type = data->segments[0]->coding_type;
vgmstream->layout_type = layout_segmented;
} else {
vgmstream->coding_type = coding_EA_XAS_V1;
vgmstream->layout_type = layout_blocked_ea_sns;
}
break;
#ifdef VGM_USE_MPEG
case EAAC_CODEC_EALAYER3_V1: /* "EL31": EALayer3 v1 [Need for Speed: Hot Pursuit (PS3)] */
case EAAC_CODEC_EALAYER3_V2_PCM: /* "L32P": EALayer3 v2 "PCM" [Battlefield 1943 (PS3)] */
case EAAC_CODEC_EALAYER3_V2_SPIKE: { /* "L32S": EALayer3 v2 "Spike" [Dante's Inferno (PS3)] */
mpeg_custom_config cfg = {0};
mpeg_custom_t type = (eaac.codec == 0x05 ? MPEG_EAL31b : (eaac.codec == 0x06) ? MPEG_EAL32P : MPEG_EAL32S);
/* EALayer3 needs custom IO that removes blocks on reads to fix some edge cases in L32P
* and to properly apply discard modes (see ealayer3 decoder)
* (otherwise, and after removing discard code, it'd work with layout_blocked_ea_sns) */
/* special (if hacky) loop handling, see comments */
if (eaac.loop_start > 0) {
segmented_layout_data *data = build_segmented_eaaudiocore_looping(sf, &eaac);
if (!data) goto fail;
vgmstream->layout_data = data;
vgmstream->coding_type = data->segments[0]->coding_type;
vgmstream->layout_type = layout_segmented;
}
else {
temp_sf = setup_eaac_audio_streamfile(sf, eaac.version, eaac.codec, eaac.streamed,0,0, 0x00);
if (!temp_sf) goto fail;
vgmstream->codec_data = init_mpeg_custom(temp_sf, 0x00, &vgmstream->coding_type, vgmstream->channels, type, &cfg);
if (!vgmstream->codec_data) goto fail;
vgmstream->layout_type = layout_none;
}
break;
}
#endif
case EAAC_CODEC_GCADPCM: /* "Gca0": DSP [Need for Speed: Nitro (Wii) sfx] */
vgmstream->coding_type = coding_NGC_DSP;
vgmstream->layout_type = layout_blocked_ea_sns;
/* DSP coefs are read in the blocks */
break;
#ifdef VGM_USE_SPEEX
case EAAC_CODEC_EASPEEX: { /* "Esp0": EASpeex (libspeex variant, base versions vary: 1.0.5, 1.2beta3) [FIFA 14 (PS4), FIFA 2020 (Switch)] */
/* EASpeex looks normal but simplify with custom IO to avoid worrying about blocks.
* First block samples count frames' samples subtracting encoder delay. */
vgmstream->codec_data = init_speex_ea(eaac.channels);
if (!vgmstream->codec_data) goto fail;
vgmstream->coding_type = coding_SPEEX;
vgmstream->layout_type = layout_none;
temp_sf = setup_eaac_audio_streamfile(sf, eaac.version, eaac.codec, eaac.streamed,0,0, 0x00);
if (!temp_sf) goto fail;
break;
}
#endif
#ifdef VGM_USE_ATRAC9
case EAAC_CODEC_EATRAX: { /* EATrax (unknown FourCC) [Need for Speed: Most Wanted (Vita)] */
atrac9_config cfg = {0};
/* EATrax is "buffered" ATRAC9, uses custom IO since it's kind of complex to add to the decoder */
cfg.channels = eaac.channels;
/* sub-header after normal header */
cfg.config_data = read_32bitBE(header_offset + header_size + 0x00,sf_head);
/* 0x04: data size without blocks, LE b/c why make sense (but don't use it in case of truncated files) */
/* 0x08: 16b frame size (same as config data) */
vgmstream->codec_data = init_atrac9(&cfg);
if (!vgmstream->codec_data) goto fail;
vgmstream->coding_type = coding_ATRAC9;
vgmstream->layout_type = layout_none;
temp_sf = setup_eaac_audio_streamfile(sf, eaac.version, eaac.codec, eaac.streamed,0,0, 0x00);
if (!temp_sf) goto fail;
break;
}
#endif
#ifdef VGM_USE_MPEG
case EAAC_CODEC_EAMP3: { /* "EM30": EA-MP3 [Need for Speed 2015 (PS4), FIFA 2021 (PC)] */
mpeg_custom_config cfg = {0};
temp_sf = setup_eaac_audio_streamfile(sf, eaac.version, eaac.codec, eaac.streamed,0,0, 0x00);
if (!temp_sf) goto fail;
vgmstream->codec_data = init_mpeg_custom(temp_sf, 0x00, &vgmstream->coding_type, vgmstream->channels, MPEG_EAMP3, &cfg);
if (!vgmstream->codec_data) goto fail;
vgmstream->layout_type = layout_none;
break;
}
#endif
#ifdef VGM_USE_FFMPEG
case EAAC_CODEC_EAOPUS: { /* "Eop0": EAOpus [FIFA 17 (PC), FIFA 19 (Switch)]*/
vgmstream->layout_data = build_layered_eaaudiocore(sf, &eaac, 0x00);
if (!vgmstream->layout_data) goto fail;
vgmstream->coding_type = coding_FFmpeg;
vgmstream->layout_type = layout_layered;
break;
}
#endif
#ifdef VGM_USE_FFMPEG
//case EAAC_CODEC_EAOPUSMU: /* "MSU0": Multi-Stream Opus Uncoupled (not seen) */
case EAAC_CODEC_EAOPUSM: { /* "MSO0": Multi-Stream Opus */
off_t offset = 0x00; // eaac.stream_offset;
off_t data_size = get_streamfile_size(sf);
opus_config cfg = {0};
cfg.channels = eaac.channels;
{
uint32_t block_size = read_u32be(offset + 0x00, sf) & 0x00FFFFFF;
uint32_t curr_samples = read_u32be(offset + 0x04, sf);
uint32_t next_samples = read_u32be(offset + block_size + 0x04, sf);
cfg.skip = next_samples - curr_samples;
/* maybe should check if next block exists, but files of single packet? */
}
/* find coupled OPUS streams (internal streams using 2ch) */
if (eaac.codec == EAAC_CODEC_EAOPUSMU) {
cfg.coupled_count = 0;
}
else {
switch(eaac.channels) {
//case 8: cfg.coupled_count = 3; break; /* 2ch+2ch+2ch+1ch+1ch, 5 streams */
//case 6: /* 2ch+2ch+1ch+1ch, 4 streams */
case 4: cfg.coupled_count = 2; break; /* 2ch+2ch, 2 streams */
//case 3: /* 2ch+1ch, 2 streams */
case 2: cfg.coupled_count = 1; break; /* 2ch, 1 stream */
//case 1: cfg.coupled_count = 0; break; /* 1ch, 1 stream */
default: goto fail;
}
}
/* total number internal OPUS streams (should be >0) */
cfg.stream_count = cfg.channels - cfg.coupled_count;
/* We *don't* remove EA blocks b/c in Multi Opus 1 block = 1 Opus packet
* Regular EAOPUS uses layers to fake multichannel, this is normal multichannel Opus.
* This can be used for stereo too, so probably replaces EAOPUS. */
//temp_sf = setup_eaac_audio_streamfile(sf_data, eaac->version, eaac->codec, eaac->streamed,0,0, 0x00);
//if (!temp_sf) goto fail;
vgmstream->codec_data = init_ffmpeg_ea_opusm(sf, offset, data_size, &cfg);
if (!vgmstream->codec_data) goto fail;
vgmstream->coding_type = coding_FFmpeg;
vgmstream->layout_type = layout_none;
break;
}
#endif
case EAAC_CODEC_EAATRAC9: /* "AT90" (possibly ATRAC9 with a saner layout than EATRAX) */
default:
VGM_LOG("EA EAAC: unknown codec 0x%02x\n", eaac.codec);
goto fail;
}
if (!vgmstream_open_stream(vgmstream, temp_sf ? temp_sf : sf, 0x00))
goto fail;
close_streamfile(sf);
close_streamfile(snsFile);
close_streamfile(temp_sf);
return vgmstream;
fail:
close_streamfile(sf);
close_streamfile(snsFile);
close_streamfile(temp_sf);
close_vgmstream(vgmstream);
return NULL;
}
static size_t calculate_eaac_size(STREAMFILE *sf, eaac_header *ea, uint32_t num_samples, off_t start_offset, int is_ram) {
uint32_t block_size;
uint8_t block_id;
size_t stream_size, file_size;
off_t block_offset;
int looped;
file_size = get_streamfile_size(sf);
block_offset = start_offset;
stream_size = 0;
looped = 0;
while (block_offset < file_size) {
block_id = read_8bit(block_offset, sf);
block_size = read_32bitBE(block_offset, sf) & 0x00FFFFFF;
if (block_size == 0 || block_size == 0x00FFFFFF)
goto fail;
/* stop when we reach the end marker */
if (ea->version == EAAC_VERSION_V0) {
if (block_id != EAAC_BLOCKID0_DATA && block_id != EAAC_BLOCKID0_END)
goto fail;
} else {
if (block_id == EAAC_BLOCKID1_END)
break;
if (block_id != EAAC_BLOCKID1_DATA)
goto fail;
}
stream_size += block_size;
block_offset += block_size;
if (ea->version == EAAC_VERSION_V0) {
if (is_ram) {
/* RAM data only consists of one block (two for looped sounds) */
if (ea->loop_start > 0 && ea->loop_start < num_samples && !looped) looped = 1;
else break;
} else if (block_id == EAAC_BLOCKID0_END) {
if (ea->loop_offset > 0 && ea->loop_start >= ea->prefetch_samples && !looped) looped = 1;
else break;
}
}
}
return stream_size;
fail:
return 0;
}
static STREAMFILE *setup_eaac_streamfile(eaac_header *ea, STREAMFILE* sf_head, STREAMFILE* sf_data) {
size_t data_size;
STREAMFILE *new_sf = NULL;
STREAMFILE *temp_sf = NULL;
STREAMFILE *sf_segments[2] = { 0 };
if (ea->version == EAAC_VERSION_V0) {
switch (ea->type) {
case EAAC_TYPE_RAM:
/* both header and data in SNR */
data_size = calculate_eaac_size(sf_head, ea, ea->num_samples, ea->stream_offset, 1);
if (data_size == 0) goto fail;
new_sf = open_wrap_streamfile(sf_head);
if (!new_sf) goto fail;
temp_sf = new_sf;
new_sf = open_clamp_streamfile(temp_sf, ea->stream_offset, data_size);
if (!new_sf) goto fail;
temp_sf = new_sf;
break;
case EAAC_TYPE_STREAM:
/* header in SNR, data in SNS */
data_size = calculate_eaac_size(sf_data, ea, ea->num_samples, ea->stream_offset, 0);
if (data_size == 0) goto fail;
new_sf = open_wrap_streamfile(sf_data);
if (!new_sf) goto fail;
temp_sf = new_sf;
new_sf = open_clamp_streamfile(temp_sf, ea->stream_offset, data_size);
if (!new_sf) goto fail;
temp_sf = new_sf;
break;
case EAAC_TYPE_GIGASAMPLE:
/* header and prefetched data in SNR, rest of data in SNS */
/* open prefetched data */
data_size = calculate_eaac_size(sf_head, ea, ea->prefetch_samples, ea->prefetch_offset, 1);
if (data_size == 0) goto fail;
new_sf = open_wrap_streamfile(sf_head);
if (!new_sf) goto fail;
sf_segments[0] = new_sf;
new_sf = open_clamp_streamfile(sf_segments[0], ea->prefetch_offset, data_size);
if (!new_sf) goto fail;
sf_segments[0] = new_sf;
/* open main data */
data_size = calculate_eaac_size(sf_data, ea, ea->num_samples - ea->prefetch_samples, ea->stream_offset, 0);
if (data_size == 0) goto fail;
new_sf = open_wrap_streamfile(sf_data);
if (!new_sf) goto fail;
sf_segments[1] = new_sf;
new_sf = open_clamp_streamfile(sf_segments[1], ea->stream_offset, data_size);
if (!new_sf) goto fail;
sf_segments[1] = new_sf;
new_sf = open_multifile_streamfile(sf_segments, 2);
if (!new_sf) goto fail;
temp_sf = new_sf;
sf_segments[0] = NULL;
sf_segments[1] = NULL;
break;
default:
goto fail;
}
} else {
data_size = calculate_eaac_size(sf_head, ea, ea->num_samples, ea->stream_offset, 0);
if (data_size == 0) goto fail;
new_sf = open_wrap_streamfile(sf_head);
if (!new_sf) goto fail;
temp_sf = new_sf;
new_sf = open_clamp_streamfile(temp_sf, ea->stream_offset, data_size);
if (!new_sf) goto fail;
temp_sf = new_sf;
}
return temp_sf;
fail:
close_streamfile(sf_segments[0]);
close_streamfile(sf_segments[1]);
close_streamfile(temp_sf);
return NULL;
}
/* Actual looping uses 2 block sections, separated by a block end flag *and* padded.
*
* We use the segmented layout, since the eaac_streamfile doesn't handle padding,
* and the segments seem fully separate (so even skipping would probably decode wrong). */
// todo reorganize code for more standard init
static segmented_layout_data* build_segmented_eaaudiocore_looping(STREAMFILE *sf_data, eaac_header *eaac) {
segmented_layout_data *data = NULL;
STREAMFILE* temp_sf = NULL;
off_t offsets[2] = { 0x00, eaac->loop_offset };
off_t start_offset;
int num_samples[2] = { eaac->loop_start, eaac->num_samples - eaac->loop_start};
int segment_count = 2; /* intro/loop */
int i;
/* init layout */
data = init_layout_segmented(segment_count);
if (!data) goto fail;
for (i = 0; i < segment_count; i++) {
data->segments[i] = allocate_vgmstream(eaac->channels, 0);
if (!data->segments[i]) goto fail;
data->segments[i]->sample_rate = eaac->sample_rate;
data->segments[i]->num_samples = num_samples[i];
//data->segments[i]->meta_type = eaac->meta_type; /* bleh */
switch(eaac->codec) {
#ifdef VGM_USE_FFMPEG
case EAAC_CODEC_EAXMA: {
eaac_header temp_eaac = *eaac; /* equivalent to memcpy... I think */
temp_eaac.loop_flag = 0;
temp_eaac.num_samples = num_samples[i];
start_offset = 0x00; /* must point to the custom streamfile's beginning */
/* layers inside segments, how trippy */
data->segments[i]->layout_data = build_layered_eaaudiocore(sf_data, &temp_eaac, offsets[i]);
if (!data->segments[i]->layout_data) goto fail;
data->segments[i]->coding_type = coding_FFmpeg;
data->segments[i]->layout_type = layout_layered;
break;
}
#endif
case EAAC_CODEC_XAS1: {
start_offset = offsets[i];
data->segments[i]->coding_type = coding_EA_XAS_V1;
data->segments[i]->layout_type = layout_blocked_ea_sns;
break;
}
#ifdef VGM_USE_MPEG
case EAAC_CODEC_EALAYER3_V1:
case EAAC_CODEC_EALAYER3_V2_PCM:
case EAAC_CODEC_EALAYER3_V2_SPIKE: {
mpeg_custom_config cfg = {0};
mpeg_custom_t type = (eaac->codec == 0x05 ? MPEG_EAL31b : (eaac->codec == 0x06) ? MPEG_EAL32P : MPEG_EAL32S);
start_offset = 0x00; /* must point to the custom streamfile's beginning */
temp_sf = setup_eaac_audio_streamfile(sf_data, eaac->version,eaac->codec,eaac->streamed,0,0, offsets[i]);
if (!temp_sf) goto fail;
data->segments[i]->codec_data = init_mpeg_custom(temp_sf, 0x00, &data->segments[i]->coding_type, eaac->channels, type, &cfg);
if (!data->segments[i]->codec_data) goto fail;
data->segments[i]->layout_type = layout_none;
break;
}
#endif
default:
goto fail;
}
if (!vgmstream_open_stream(data->segments[i],temp_sf == NULL ? sf_data : temp_sf, start_offset))
goto fail;
close_streamfile(temp_sf);
temp_sf = NULL;
}
if (!setup_layout_segmented(data))
goto fail;
return data;
fail:
close_streamfile(temp_sf);
free_layout_segmented(data);
return NULL;
}
static layered_layout_data* build_layered_eaaudiocore(STREAMFILE *sf_data, eaac_header *eaac, off_t start_offset) {
layered_layout_data* data = NULL;
STREAMFILE* temp_sf = NULL;
int i, layers = (eaac->channels+1) / 2;
/* init layout */
data = init_layout_layered(layers);
if (!data) goto fail;
/* open each layer subfile (1/2ch streams: 2ch+2ch..+1ch or 2ch+2ch..+2ch). */
for (i = 0; i < layers; i++) {
int layer_channels = (i+1 == layers && eaac->channels % 2 == 1) ? 1 : 2; /* last layer can be 1/2ch */
/* build the layer VGMSTREAM */
data->layers[i] = allocate_vgmstream(layer_channels, eaac->loop_flag);
if (!data->layers[i]) goto fail;
data->layers[i]->sample_rate = eaac->sample_rate;
data->layers[i]->num_samples = eaac->num_samples;
data->layers[i]->loop_start_sample = eaac->loop_start;
data->layers[i]->loop_end_sample = eaac->loop_end;
switch(eaac->codec) {
#ifdef VGM_USE_FFMPEG
/* EA-XMA uses completely separate 1/2ch streams, unlike standard XMA that interleaves 1/2ch
* streams with a skip counter to reinterleave (so EA-XMA streams don't have skips set) */
case EAAC_CODEC_EAXMA: {
uint8_t buf[0x100];
int bytes, block_size, block_count;
size_t stream_size;
int is_xma1;
temp_sf = setup_eaac_audio_streamfile(sf_data, eaac->version, eaac->codec, eaac->streamed,i,layers, start_offset);
if (!temp_sf) goto fail;
stream_size = get_streamfile_size(temp_sf);
block_size = 0x10000; /* unused */
block_count = stream_size / block_size + (stream_size % block_size ? 1 : 0);
/* EA adopted XMA2 when it appeared around 2006, but detection isn't so easy
* (SNS with XMA2 do exist). Decoder should work when playing XMA1 as XMA2, but
* the other way around can cause issues, so it's safer to just use XMA2. */
is_xma1 = 0; //eaac->version == EAAC_VERSION_V0; /* approximate */
if (is_xma1)
bytes = ffmpeg_make_riff_xma1(buf, 0x100, data->layers[i]->num_samples, stream_size, data->layers[i]->channels, data->layers[i]->sample_rate, 0);
else
bytes = ffmpeg_make_riff_xma2(buf, 0x100, data->layers[i]->num_samples, stream_size, data->layers[i]->channels, data->layers[i]->sample_rate, block_count, block_size);
data->layers[i]->codec_data = init_ffmpeg_header_offset(temp_sf, buf,bytes, 0x00, stream_size);
if (!data->layers[i]->codec_data) goto fail;
data->layers[i]->coding_type = coding_FFmpeg;
data->layers[i]->layout_type = layout_none;
data->layers[i]->stream_size = get_streamfile_size(temp_sf);
xma_fix_raw_samples(data->layers[i], temp_sf, 0x00,stream_size, 0, 0,0); /* samples are ok? */
break;
}
/* Opus can do multichannel just fine, but that wasn't weird enough for EA */
case EAAC_CODEC_EAOPUS: {
int skip;
size_t data_size;
/* We'll remove EA blocks and pass raw data to FFmpeg Opus decoder */
temp_sf = setup_eaac_audio_streamfile(sf_data, eaac->version, eaac->codec, eaac->streamed,i,layers, start_offset);
if (!temp_sf) goto fail;
skip = ea_opus_get_encoder_delay(0x00, temp_sf);
data_size = get_streamfile_size(temp_sf);
data->layers[i]->codec_data = init_ffmpeg_ea_opus(temp_sf, 0x00,data_size, layer_channels, skip, eaac->sample_rate);
if (!data->layers[i]->codec_data) goto fail;
data->layers[i]->coding_type = coding_FFmpeg;
data->layers[i]->layout_type = layout_none;
break;
}
#endif
default:
goto fail;
}
if (!vgmstream_open_stream(data->layers[i], temp_sf, 0x00)) {
goto fail;
}
close_streamfile(temp_sf);
temp_sf = NULL;
}
if (!setup_layout_layered(data))
goto fail;
return data;
fail:
close_streamfile(temp_sf);
free_layout_layered(data);
return NULL;
}