mirror of
https://github.com/vgmstream/vgmstream.git
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160 lines
5.5 KiB
C
160 lines
5.5 KiB
C
#include "meta.h"
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static int freq_to_rate(int freq);
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/* SSPF - Konami/KCET banks [Metal Gear Solid 4 (PS3)] */
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VGMSTREAM* init_vgmstream_sspf(STREAMFILE* sf) {
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VGMSTREAM* vgmstream = NULL;
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off_t start_offset;
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int loop_flag, channels, sample_rate;
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int32_t num_samples, loop_start;
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int total_subsongs, target_subsong = sf->stream_index;
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uint32_t file_size, pad_size, offset, bwav_offset, iwav_offset, wave_offset, stream_size;
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uint32_t codec;
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/* checks */
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if (!is_id32be(0x00,sf, "SSPF"))
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goto fail;
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if (!check_extensions(sf, "ssp"))
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goto fail;
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/* extra check to ignore .spc, that are a RAM pack of .ssp with a ~0x800 table at the end */
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file_size = read_u32be(0x08, sf); /* without padding */
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pad_size = 0;
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if (file_size % 0x800) /* add padding */
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pad_size = 0x800 - (file_size % 0x800);
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if (file_size != get_streamfile_size(sf) && file_size + pad_size != get_streamfile_size(sf))
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goto fail;
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/* 0x0c: "loadBank"? (always 2? MTA2 is always 1) */
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/* read chunks (fixed order) */
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bwav_offset = read_u32be(0x04, sf) + 0x08;
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if (!is_id32be(bwav_offset,sf, "BWAV"))
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goto fail;
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iwav_offset = read_u32be(bwav_offset + 0x04, sf) + 0x08 + bwav_offset;
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if (!is_id32be(iwav_offset,sf, "IWAV"))
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goto fail;
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/* past IWAV are some more chunks then padding (variable? some are defined in debug structs only, not seen) */
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total_subsongs = read_u32be(iwav_offset + 0x08,sf);
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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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offset = iwav_offset + 0x10 + (target_subsong - 1) * 0x20;
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/* IWAV entry supposedly contains more info but seems only offset and some ID at 0x14, rest is 0 */
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wave_offset = read_u32be(offset + 0x00,sf) + bwav_offset;
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if (is_id32be(wave_offset,sf, "SSWF")) {
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codec = read_u8(wave_offset + 0x04,sf); /* kType (always 0x01) */
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if (read_u8(wave_offset + 0x05,sf) != 0x01) /* nChannels? */
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goto fail;
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sample_rate = read_u16be(wave_offset + 0x06,sf); /* not freq (ex. 48000 is used) */
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loop_start = read_s32be(wave_offset + 0x08,sf);
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num_samples = read_s32be(wave_offset + 0x0c,sf);
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channels = 1;
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loop_flag = loop_start != 0x7FFFFFFF;
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start_offset = wave_offset + 0x10;
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stream_size = 0x10 + (num_samples * channels * 0x02); /* implicit */
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}
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else if (is_id32be(wave_offset,sf, "SSW2")) {
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stream_size = read_u32be(wave_offset + 0x04,sf);
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/* 08 version? (always 0) */
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num_samples = read_s32be(wave_offset + 0x0c,sf);
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codec = read_u32be(wave_offset + 0x10,sf); /* kType (always 0x21) */
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if (read_u32be(wave_offset + 0x10,sf) != 0x21)
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goto fail;
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if (read_u8(wave_offset + 0x14,sf) != 0x08) /* nBlocks? */
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goto fail;
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if (read_u8(wave_offset + 0x15,sf) != 0x01) /* nChannels? */
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goto fail;
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channels = 1;
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sample_rate = freq_to_rate(read_u16be(wave_offset + 0x16,sf)); /* freq value */
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loop_start = read_s32be(wave_offset + 0x18,sf);
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/* 0x1c: lpStartAddr (0xFFFFFFFF is none) */
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loop_flag = loop_start != 0x7FFFFFFF;
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start_offset = wave_offset + 0x20;
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}
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else {
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vgm_logi("SSPF: unknown variant at %x\n", wave_offset);
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goto fail;
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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->meta_type = meta_SSPF;
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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 = num_samples;
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vgmstream->num_streams = total_subsongs;
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vgmstream->stream_size = stream_size;
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switch (codec) {
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case 0x01:
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vgmstream->coding_type = coding_PCM16BE;
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vgmstream->layout_type = layout_interleave;
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vgmstream->interleave_block_size = 0x02;
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break;
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case 0x21:
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vgmstream->coding_type = coding_MTA2;
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vgmstream->codec_config = 1;
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vgmstream->layout_type = layout_none;
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break;
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default:
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vgm_logi("SSPF: unknown codec %x\n", codec);
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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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/* transforms internal freq to sample rate */
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static int freq_to_rate(int freq) {
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/* from PowerPC code seems like it's trying something like this, but not quite (PPC is complex):
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if ((freq & 0xFF) != 0)
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return powf(10.0, 0.0117647 * (freq & 0xFF))) * 20.0;
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return powf(10.0, 0.0117647 * 2048)) * 20.0; //???
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*/
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//TODO improve, for now fake it
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switch(freq) {
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case 0x9000: return 24000; /* most voices, sounds right */
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case 0xA200: return 48000; /* most sfx */
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/* rest is rarely used for some sfx, so it's hard to guess actual frequency and this is just approximate */
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case 0x9fcd: return 44100;
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case 0x9c9c: return 39000;
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case 0x9b79: return 38000;
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case 0x9b13: return 37000;
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case 0x9a88: return 36000;
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case 0x9778: return 32000;
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case 0x9401: return 28000;
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case 0x8578: return 16000;
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case 0x7e00: return 11050;
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default:
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VGM_LOG("SSPF: unknown freq %x\n", freq);
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break;
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}
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return freq;
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}
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