mirror of
https://github.com/vgmstream/vgmstream.git
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117 lines
4.0 KiB
C
117 lines
4.0 KiB
C
#include "meta.h"
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#include "../util/endianness.h"
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#include "../coding/coding.h"
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/* .WAVE - WayForward "EngineBlack" games [Mighty Switch Force! (3DS), Adventure Time: Hey Ice King! Why'd You Steal Our Garbage?! (3DS)] */
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VGMSTREAM* init_vgmstream_wave(STREAMFILE* sf) {
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VGMSTREAM* vgmstream = NULL;
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uint32_t start_offset, extradata_offset, interleave;
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int channels, loop_flag, sample_rate, codec;
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int32_t num_samples, loop_start, loop_end;
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int big_endian;
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read_u32_t read_u32;
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read_s32_t read_s32;
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read_f32_t read_f32;
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/* checks */
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if (!is_id32be(0x00,sf, "VAW3") && /* Happy Feet Two (3DS) */
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read_u32le(0x00,sf) != 0xE5B7ECFE && /* common LE (hashed something?) */
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read_u32be(0x00,sf) != 0xE5B7ECFE &&
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read_u32be(0x00,sf) != 0xC9FB0C03) /* NDS [Lalaloopsy, Adventure Time: HIKWYSOG (DS)] */
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goto fail;
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/* 0x04: version? common=0, VAW3=2 */
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if (!check_extensions(sf, "wave"))
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goto fail;
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/* assumed */
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big_endian = read_u32be(0x00,sf) == 0xE5B7ECFE;
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if (big_endian) {
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read_u32 = read_u32be;
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read_s32 = read_s32be;
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read_f32 = read_f32be;
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} else {
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read_u32 = read_u32le;
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read_s32 = read_s32le;
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read_f32 = read_f32le;
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}
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if (read_u32(0x08,sf) != get_streamfile_size(sf))
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goto fail;
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sample_rate = (int)read_f32(0x0c, sf); /* WHY */
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num_samples = read_s32(0x10, sf);
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loop_start = read_s32(0x14, sf);
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loop_end = read_s32(0x18, sf);
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codec = read_u8(0x1c, sf);
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channels = read_u8(0x1d, sf);
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if (read_u8(0x1e, sf) != 0x00) goto fail; /* unknown */
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if (read_u8(0x1f, sf) != 0x00) goto fail; /* unknown */
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start_offset = read_u32(0x20, sf);
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interleave = read_u32(0x24, sf); /* typically half data_size */
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extradata_offset = read_u32(0x28, sf); /* always 0x2c */
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loop_flag = (loop_start > 0);
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/* some songs (ex. Adventure Time's m_candykingdom_overworld.wave) do full loops, but there is no way
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* to tell them apart from sfx/voices, so we try to detect if it's long enough. */
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if(!loop_flag
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&& loop_start == 0 && loop_end == num_samples /* full loop */
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&& (channels > 1 || (channels == 1 && start_offset <= 0x40))
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&& num_samples > 30*sample_rate) { /* in seconds */
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loop_flag = 1;
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}
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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->sample_rate = sample_rate;
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vgmstream->num_samples = num_samples;
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vgmstream->loop_start_sample = loop_start;
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vgmstream->loop_end_sample = loop_end;
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vgmstream->meta_type = meta_WAVE;
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/* not sure if there are other codecs but anyway (based also see wave-segmented) */
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switch(codec) {
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case 0x02:
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/* DS games use IMA, no apparent flag (could also test ID) */
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if (start_offset <= 0x40) {
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vgmstream->coding_type = coding_IMA_int;
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vgmstream->layout_type = layout_interleave;
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vgmstream->interleave_block_size = interleave;
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/* extradata:
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* 0x00: base hist? (only seen 0)
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* 0x02: base step? (only seen 0)
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* 0x04: loop hist?
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* 0x06: loop step?
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*/
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}
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else {
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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 = interleave;
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/* ADPCM setup: 0x20 coefs + 0x06 initial ps/hist1/hist2 + 0x06 loop ps/hist1/hist2, per channel */
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dsp_read_coefs(vgmstream, sf, extradata_offset+0x00, 0x2c, big_endian);
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dsp_read_hist(vgmstream, sf, extradata_offset+0x22, 0x2c, big_endian);
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}
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break;
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default:
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goto fail;
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}
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if (!vgmstream_open_stream(vgmstream, sf, start_offset))
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goto fail;
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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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