vgmstream/BUILD.md
2017-11-19 03:36:30 +01:00

9.5 KiB

vgmstream

Compilation requirements

GCC / Make: In Windows this means one of these two somewhere in PATH:

MSVC / Visual Studio: Microsoft's Visual C++ and MSBuild, bundled in either:

Git: optional, to generate version numbers:

Compiling modules

CLI (test.exe) / Winamp plugin (in_vgmstream) / XMPlay plugin (xmp-vgmstream)

With GCC: use the ./Makefile in the root folder, see inside for options. For compilation flags check the Makefile in each folder. You need to manually rebuild if you change a .h file (use make clean).

In Linux, Makefiles can be used to cross-compile with the MingW headers, but they aren't well prepared to generate native code at the moment. It should be fixable with some effort.

Windows CMD example for test.exe:

prompt $P$G$_$S
set PATH=C:\Program Files (x86)\Git\usr\bin;%PATH%
set PATH=C:\Program Files (x86)\mingw-w64\i686-5.4.0-win32-sjlj-rt_v5-rev0\mingw32\bin;%PATH%

cd vgmstream

mingw32-make.exe mingw_test -f Makefile ^
 VGM_ENABLE_FFMPEG=1 VGM_ENABLE_MAIATRAC3PLUS=0 ^
 SHELL=sh.exe CC=gcc.exe AR=ar.exe STRIP=strip.exe DLLTOOL=dlltool.exe WINDRES=windres.exe

With MSVC: open ./vgmstream_full.sln and compile in Visual Studio, or use MSBuild in the command line. See the foobar2000 section for dependencies and CMD examples.

foobar2000 plugin (foo_input_vgmstream)

Requires MSVC (foobar/SDK only links to MSVC C++ DLLs) and these dependencies:

Open ./vgmstream_full.sln as a base, which expects the above dependencies. Then, depending on your VS version (like VS2015) you may need to manually do the following (in Debug and Release configurations):

  • Change each project's compiler version from VS2010 to your version (right click menu)
  • For foobar2000_ATL_helpers add ../../../WTL/Include to the compilers's additional includes
  • For foo_input_vgmstream add ../../WTL/Include to the compilers's additional includes
  • For foo_input_vgmstream add ../../foobar/foobar2000/shared/shared.lib to the linker's additional dependencies

VS2013/VS2015/VS2017 may not be compatible with the SDK in release mode when some options are enabled due to compiler bugs. FDK-AAC/QAAC can be safely disabled by removing VGM_USE_MP4V2 and VGM_USE_FDKAAC in the compiler/linker options and the project dependencies, MAIATRAC3 too, as FFmpeg is used instead to support their codecs.

You can also use the command line to compile with MSBuild, if you don't want to touch the .vcxproj files, register VS2015 after trial, or only have VC++/MSBuild tools.

Windows CMD example for foobar2000:

prompt $P$G$_$S
set PATH=C:\Program Files (x86)\Git\usr\bin;%PATH%
set PATH=C:\Program Files (x86)\MSBuild\14.0\Bin;%PATH%

cd vgmstream

set CL=/I"C:\projects\WTL\Include"
set LINK="C:\projects\foobar\foobar2000\shared\shared.lib"

msbuild fb2k/foo_input_vgmstream.vcxproj ^
 /t:Clean

msbuild fb2k/foo_input_vgmstream.vcxproj ^
 /t:Build ^
 /p:Platform=Win32 ^
 /p:PlatformToolset=v140 ^
 /p:Configuration=Release

Audacious plugin

Requires the dev version of Audacious (and dependencies), automake/autoconf, and gcc/make (C++11).

The plugin itself works with Audacious 3.5 or higher. New Audacious releases can break plugin compatibility so it may not work with the latest version unless adapted first.

FFmpeg and other external libraries aren't enabled, thus some formats are not supported. libvorbis and libmpg123 can be disabled with -DVGM_DISABLE_VORBIS and -DVGM_DISABLE_MPEG.

Windows builds aren't supported at the moment (should be possible but there are complex dependency chains).

Terminal example, assuming a Ubuntu-based Linux distribution:

# get libraries
sudo apt-get update

sudo apt-get install audacious

sudo apt-get install git
sudo apt-get install gcc g++ make
sudo apt-get install autoconf automake libtool
sudo apt-get install audacious-dev libmpg123-dev libvorbis-dev libglib2.0-dev libgtk2.0-dev libpango1.0-dev

# check audacious version
pkg-config --modversion audacious

git clone https://github.com/kode54/vgmstream
cd vgmstream


# build
./bootstrap
./configure
make -f Makefile.audacious

# copy to audacious plugins
sudo make -f Makefile.audacious install


# post-cleanup
make -f Makefile.audacious clean
find . -name ".deps" -type d -exec rm -r "{}" \;
./unbootstrap
## WARNING, removes *all* untracked files not in .gitignore
git clean -fd

Development

Structure

vgmstream uses C (C89 when possible), and C++ for the foobar2000 and Audacious plugins.

C is restricted to features VS2010 can understand. This mainly means means declaring variables at the start of a { .. } block (declare+initialize is fine, as long as it doesn't reference variables declared in that block) and avoiding C99 like variable-length arrays (but others like // comments are fine).

./                   docs, scripts
./audacious/         Audacious plugin
./ext_includes/      external includes for compiling
./ext_libs/          external libs/DLLs for linking
./fb2k/              foobar2000 plugin
./src/               main vgmstream code and helpers
./src/coding/        format data decoders
./src/layout/        format data demuxers
./src/meta/          format header parsers
./test/              test.exe CLI
./winamp/            Winamp plugin
./xmplay/            XMPlay plugin

Overview

vgmstream works by parsing a music stream header (meta/), preparing/demuxing data (layout/) and decoding the compressed data into listenable PCM samples (coding/).

Very simplified it goes like this:

  • player (test.exe, plugin, etc) opens a file stream [plugin's main/decode]
  • init tries all parsers (metas) until one works [init_vgmstream]
  • parser reads header (channels, sample rate, loop points) and set ups a VGMSTREAM struct + layout/coding, if the format is correct [init_vgmstream_(format-name)]
  • player gets total_samples to play, based on the number of loops and other settings [get_vgmstream_play_samples]
  • player asks to fill a small sample buffer [render_vgmstream]
  • layout prepares byte offsets to read from the stream [render_vgmstream_(layout)]
  • decoder reads and decodes bytes into PCM samples [decode_vgmstream_(coding)]
  • player plays those samples, asks to fill sample buffer again, repeats (until total_samples)
  • layout moves offsets back to loop_start when loop_end is reached [vgmstream_do_loop]
  • close the VGMSTREAM once the stream is finished

The VGMSTREAM struct created during holds the stream's parameters and decoder state (such as file streams, or offsets per channel).

Adding new formats

For new simple formats, assuming existing layout/coding:

  • src/meta/(format-name).c: create new init_vgmstream_(format-name) parser that tests the extension and header id, and reads all needed info from the stream header and inits the VGMSTREAM
  • src/meta/meta.h: define parser's init
  • src/vgmstream.h: define meta description in the meta_t list
  • src/vgmstream.c: add parser init to the init list
  • src/formats.c: add new extension to the format list, add meta description
  • fb2k/foo_filetypes.h: add new extension to the file register list (optional)
  • src/libvgmstream.vcproj/vcxproj/filters: add to compile new (format-name).c parser in VS
  • if the format needs an external library don't forget to mark optional parts with: #ifdef VGM_USE_X ... #endif

The new meta is usually named after the format's header id or main extension, possibly with prepended platform. Each file should parse one format (regardless of accepted extensions or decoders used) for consistency, but variations can be found as code evolved. Differents formats can use the same extension, this is not a problem as long as the header id or some other validation tells them apart. If the format is headerless and the extension isn't unique enough it may need a generic GENH/TXTH header instead of direct support.

A STREAMFILE is passed to init_vgmstream_(format-name) function, and I/O must be done using its functions and not STDIO/FILEs, as this lets plugins do their own I/O. This includes reading data from the header or opening other STREAMFILEs (if the header has companion files that need to be parsed).

When a parser is successful (allocates VGMSTREAM and sets values) it also needs to open and assign to the VGMSTREAM one or several STREAMFILEs (usually reopens the one passed, but could be any other file) to do I/O during decode. The STREAMFILE passed to the meta will be discarded and must not be reused.

If it supports subsongs it should read and handle the stream index (subsong number) in the passed STREAMFILE, and report the number of subsongs in the VGMSTREAM, to signal the plugins this feature. The index is 1-based (first subsong is 1, not 0).