vgmstream/src/meta/rws.c
2022-01-12 21:19:09 +01:00

371 lines
14 KiB
C

#include "meta.h"
#include "../coding/coding.h"
#include "../layout/layout.h"
#include "../util/endianness.h"
static off_t get_rws_string_size(off_t offset, STREAMFILE* sf);
typedef struct {
int big_endian;
uint32_t codec;
int channels;
int sample_rate;
int interleave;
int frame_size;
off_t file_name_offset;
int total_segments;
int target_segment;
off_t segment_offset;
size_t segment_layers_size;
off_t segment_name_offset;
int total_layers;
int target_layer;
off_t layer_start;
//size_t layer_size;
off_t layer_name_offset;
size_t file_size;
size_t header_size;
size_t data_size;
off_t data_offset;
size_t usable_size;
size_t block_size;
size_t block_layers_size;
off_t coefs_offset;
char readable_name[STREAM_NAME_SIZE];
} rws_header;
/* RWS - RenderWare Stream (from games using RenderWare Audio middleware) */
VGMSTREAM* init_vgmstream_rws(STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
off_t start_offset, offset;
size_t stream_size;
int loop_flag;
int i;
int total_subsongs, target_subsong = sf->stream_index;
rws_header rws = {0};
read_u32_t read_u32;
read_u16_t read_u16;
if (read_u32le(0x00,sf) != 0x0000080d) /* audio file id */
goto fail;
rws.file_size = read_u32le(0x04, sf); /* audio file size */
if (rws.file_size + 0x0c != get_streamfile_size(sf))
goto fail;
/* checks */
if (!check_extensions(sf,"rws"))
goto fail;
/* Audio .RWS is made of file + header + data chunks (non-audio .RWS with other chunks exist).
* Chunk format (LE): id, size, RW version, then data (version is repeated but same for all chunks).
* Version is 16b main + 16b build (possibly shifted), no known differences between versions,
* and can vary between files of a game. ex: 0c02, 1003, 1400 = 3.5, 1803 = 3.6, 1C02 = 3.7. */
/* parse audio chunks */
if (read_u32le(0x0c,sf) != 0x0000080e) /* header id */
goto fail;
rws.header_size = read_u32le(0x10, sf); /* header size */
rws.data_offset = 0x0c + 0x0c + rws.header_size; /* usually 0x800 but not always */
if (read_u32le(rws.data_offset + 0x00, sf) != 0x0000080f) /* data chunk id */
goto fail;
rws.data_size = read_u32le(rws.data_offset + 0x04, sf); /* data chunk size */
if (rws.data_size+0x0c + rws.data_offset != get_streamfile_size(sf))
goto fail;
/* inside header chunk (many unknown fields are probably IDs/config/garbage,
* as two files of the same size vary a lot) */
offset = 0x0c + 0x0c;
rws.big_endian = guess_endian32(offset + 0x00, sf); /* GC/Wii/X360 */
read_u32 = rws.big_endian ? read_u32be : read_u32le;
read_u16 = rws.big_endian ? read_u16be : read_u16le;
/* base header */
{
/* 0x00: actual header size (less than chunk size) */
/* 0x04/08/10: sizes of various sections? */
/* 0x14/18: config? */
/* 0x1c: null? */
rws.total_segments = read_u32(offset + 0x20, sf);
/* 0x24: config? */
rws.total_layers = read_u32(offset + 0x28, sf);
/* 0x2c: config? */
/* 0x30: 0x800? */
/* 0x34: block_layers_size? */
/* 0x38: data offset */
/* 0x3c: 0? */
/* 0x40-50: file uuid */
offset += 0x50;
}
/* audio file name */
{
rws.file_name_offset = offset;
offset += get_rws_string_size(offset, sf);
}
/* RWS data can be divided in two ways:
* - "substreams" (layers): interleaved blocks, for fake multichannel L/R+C/S+LS/RS [Burnout 2 (GC/Xbox)]
* or song variations [Neighbours From Hell (Xbox/GC)]. Last layer may have padding to keep chunks aligned:
* ex.- 0x1700 data of substream_0 2ch, 0x1700 data + 0x200 pad of substream1 2ch, repeat until end
* - "segments": cues/divisions within data, like intro+main/loop [[Max Payne 2 (PS2), Nana (PS2)]
* or voice1+2+..N, song1+2+..N [Madagascar (PS2), The Legend of Spyro: Dawn of the Dragon (X360)]
*
* As each layer is given sample rate/channel/codec/etc they are treated as full subsongs, though usually
* all layers are the same. Segments are just divisions and can be played one after another, but are useful
* to play as subsongs. Since both can exist at the same time (rarely) we make layers*segments=subsongs.
* Ex.- subsong1=layer1 blocks in segment1, subsong2=layer2 blocks in segment1, subsong3=layer1 blocks in segment2, ...
*
* Segment1 Segment2
* +-------------------------------------------+-----------------
* |Layer1|Layer2|(pad)|...|Layer1|Layer2|(pad)|Layer1|Layer2|...
* --------------------------------------------------------------
*/
if (target_subsong == 0) target_subsong = 1;
rws.target_layer = ((target_subsong-1) % rws.total_layers) + 1;
rws.target_segment = ((target_subsong-1) / rws.total_layers) + 1;
total_subsongs = rws.total_layers * rws.total_segments;
if (target_subsong < 0 || target_subsong > total_subsongs || total_subsongs < 1) goto fail;
/* segment info */
for (i = 0; i < rws.total_segments; i++) {
if (i+1 == rws.target_segment) {
/* 0x00/04/0c: config? */
/* others: ? */
rws.segment_layers_size = read_u32(offset + 0x18, sf); /* sum of all including padding */
rws.segment_offset = read_u32(offset + 0x1c, sf);
}
offset += 0x20;
}
/* usable layer sizes per segment */
for (i = 0; i < (rws.total_segments * rws.total_layers); i++) {
size_t usable_size = read_u32(offset, sf); /* without padding */
/* size order: segment1 layer1 size, ..., segment1 layerN size, segment2 layer1 size, etc */
if (i+1 == target_subsong) { /* order matches our subsong order */
rws.usable_size = usable_size;
}
offset += 0x04;
}
/* segment uuids */
{
offset += 0x10 * rws.total_segments;
}
/* segment names */
for (i = 0; i < rws.total_segments; i++) {
if (i+1 == rws.target_segment) {
rws.segment_name_offset = offset;
}
offset += get_rws_string_size(offset, sf);
}
/* layer info */
for (i = 0; i < rws.total_layers; i++) { /* get block_sizes */
if (i+1 == rws.target_layer) {
/* 0x00/04: config? */
/* 0x08: null? */
/* 0x0c: related to samples per frame? (XBOX-IMA=07, PSX=1C, DSP=0E, PCM=01) */
//block_size_pad = read_u32(offset + 0x10, sf); /* with padding, can be different per layer */
/* 0x14: config? */
rws.interleave = read_u16(offset + 0x18, sf); /* wrong values in Burnout 2 Xbox, otherwise correct */
rws.frame_size = read_u16(offset + 0x1a, sf); /* same */
/* 0x1c: codec related? */
rws.block_size = read_u32(offset + 0x20, sf); /* without padding */
rws.layer_start = read_u32(offset + 0x24, sf); /* skip data */
}
rws.block_layers_size += read_u32(offset + 0x10, sf); /* needed to skip during decode */
offset += 0x28;
}
/* layer config */
for (i = 0; i < rws.total_layers; i++) {
uint32_t layer_codec = 0;
if (i+1 == rws.target_layer) {
rws.sample_rate = read_u32(offset + 0x00, sf);
/* 0x04: config? */
//rws.layer_size = read_u32(offset + 0x08, sf); /* same or close to usable size */
/* 0x0c: bits per sample */
rws.channels = read_u8(offset + 0x0d, sf);
/* 0x0e: null or some value ? */
/* 0x10/0x14: null? */
/* 0x18: null or some size? */
rws.codec = read_u32(offset + 0x1c, sf); /* 128b uuid (32b-16b-16b-8b*8) but first 32b is enough */
}
layer_codec = read_u32(offset + 0x1c, sf);
offset += 0x2c;
/* DSP has an extra field per layer */
if (layer_codec == 0xF86215B0) {
/* 0x00: approx num samples? */
/* 0x04: approx size/loop related? (can be 0) */
if (i+1 == rws.target_layer) {
rws.coefs_offset = offset + 0x1c;
}
offset += 0x60;
}
offset += 0x04; /* padding/garbage */
}
/* layer uuids */
{
offset += 0x10 * rws.total_layers;
}
/* layer names */
for (i = 0; i < rws.total_layers; i++) {
if (i+1 == rws.target_layer) {
rws.layer_name_offset = offset;
}
offset += get_rws_string_size(offset, sf);
}
/* rest is padding/garbage until chunk end (may contain strings and uninitialized memory) */
// ...
start_offset = rws.data_offset + 0x0c + (rws.segment_offset + rws.layer_start);
stream_size = rws.usable_size;
/* sometimes segment/layers go over file size in XBOX-IMA for no apparent reason, with usable_size bigger
* than segment_layers_size yet data_size being correct (bug in RWS header? maybe stops decoding on file end) */
{
size_t expected_size = (rws.segment_layers_size / rws.block_layers_size) * (rws.block_size * rws.total_layers) / rws.total_layers;
if (stream_size > expected_size) {
VGM_LOG("RWS: readjusting wrong stream size %x vs expected %x\n", stream_size, expected_size);
stream_size = expected_size;
}
}
/* build readable name */
{
char base_name[STREAM_NAME_SIZE], file_name[STREAM_NAME_SIZE], segment_name[STREAM_NAME_SIZE], layer_name[STREAM_NAME_SIZE];
get_streamfile_basename(sf, base_name, sizeof(base_name));
/* null terminated */
read_string(file_name,STREAM_NAME_SIZE, rws.file_name_offset, sf);
read_string(segment_name,STREAM_NAME_SIZE, rws.segment_name_offset, sf);
read_string(layer_name,STREAM_NAME_SIZE, rws.layer_name_offset, sf);
/* some internal names aren't very interesting and are stuff like "SubStream" */
if (strcmp(base_name, file_name) == 0) {
if (rws.total_layers > 1)
snprintf(rws.readable_name,STREAM_NAME_SIZE, "%s/%s", segment_name, layer_name);
else
snprintf(rws.readable_name,STREAM_NAME_SIZE, "%s", segment_name);
}
else {
if (rws.total_layers > 1)
snprintf(rws.readable_name,STREAM_NAME_SIZE, "%s/%s/%s", file_name, segment_name, layer_name);
else
snprintf(rws.readable_name,STREAM_NAME_SIZE, "%s/%s", file_name, segment_name);
}
}
/* seemingly no actual looping supported (devs may fake it with segments) */
loop_flag = 0;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(rws.channels, loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_RWS;
vgmstream->sample_rate = rws.sample_rate;
vgmstream->num_streams = total_subsongs;
vgmstream->stream_size = stream_size;
strcpy(vgmstream->stream_name, rws.readable_name);
vgmstream->layout_type = layout_blocked_rws;
vgmstream->current_block_size = rws.block_size / vgmstream->channels;
vgmstream->full_block_size = rws.block_layers_size;
switch(rws.codec) {
case 0xD01BD217: /* {D01BD217,3587,4EED,B9,D9,B8,E8,6E,A9,B9,95} PCM PC/X360/PS2 */
/* D.i.R.T.: Origin of the Species (PC), The Legend of Spyro (X360), kill.switch (PS2) */
if (rws.interleave == 0x02) { /* PC, X360 */
vgmstream->coding_type = coding_PCM16_int;
vgmstream->codec_endian = (rws.big_endian);
vgmstream->interleave_block_size = rws.interleave; /* only to setup channels */
}
else { /* PS2 */
vgmstream->coding_type = rws.big_endian ? coding_PCM16BE : coding_PCM16LE;
vgmstream->interleave_block_size = rws.interleave; /* only to setup channels */
}
vgmstream->num_samples = pcm16_bytes_to_samples(stream_size, rws.channels);
break;
case 0xD9EA9798: /* {D9EA9798,BBBC,447B,96,B2,65,47,59,10,2E,16} PS-ADPCM PS2 */
/* Silent Hill Origins (PS2), Ghost Rider (PS2), Max Payne 2 (PS2), Nana (PS2) */
vgmstream->coding_type = coding_PSX;
vgmstream->interleave_block_size = rws.block_size / 2;
vgmstream->num_samples = ps_bytes_to_samples(stream_size, rws.channels);
break;
case 0xF86215B0: /* {F86215B0,31D5,4C29,BD,37,CD,BF,9B,D1,0C,53} DSP GC/Wii */
/* Burnout 2 (GC), Alice in Wonderland (Wii) */
vgmstream->coding_type = coding_NGC_DSP;
vgmstream->interleave_block_size = rws.block_size / 2;
/* get coefs (all channels share them; also seem fixed for all RWS) */
dsp_read_coefs_be(vgmstream, sf, rws.coefs_offset, 0);
vgmstream->num_samples = dsp_bytes_to_samples(stream_size, rws.channels);
break;
case 0xEF386593: /* {EF386593,B611,432D,95,7F,A7,1A,DE,44,22,7A} XBOX-IMA PC */
case 0x632FA22B: /* {632FA22B,11DD,458F,AA,27,A5,C3,46,E9,79,0E} XBOX-IMA Xbox */
/* Broken Sword 3 (PC), Jacked (PC/Xbox), Burnout 2 (Xbox) */
vgmstream->coding_type = coding_XBOX_IMA; /* same data though different uuid */
vgmstream->interleave_block_size = 0;
vgmstream->num_samples = xbox_ima_bytes_to_samples(stream_size, rws.channels);
break;
default:
VGM_LOG("RWS: unknown codec 0x%08x\n", rws.codec);
goto fail;
}
if (!vgmstream_open_stream(vgmstream, sf, start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}
/* rws-strings are null-terminated then padded to 0x10 (weirdly enough the padding contains garbage) */
static off_t get_rws_string_size(off_t offset, STREAMFILE* sf) {
int i;
for (i = 0; i < 255; i++) { /* arbitrary max */
if (read_u8(offset+i, sf) == 0) { /* null terminator */
return i + (0x10 - (i % 0x10)); /* size is padded */
}
}
return 0;
}