mirror of
https://github.com/vgmstream/vgmstream.git
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136 lines
4.7 KiB
C
136 lines
4.7 KiB
C
#include "meta.h"
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#include "../coding/coding.h"
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VGMSTREAM* init_vgmstream_ktss(STREAMFILE* sf) {
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VGMSTREAM* vgmstream = NULL;
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int loop_flag, channels, sample_rate;
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int8_t version, tracks, codec_id;
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int32_t num_samples, loop_start, loop_length, coef_offset, coef_spacing;
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off_t start_offset;
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size_t data_size, skip = 0;
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/* checks */
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/* .kns: Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings (Switch)
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* .kno: Ciel Nosurge DX (Switch)
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* .ktss: header id */
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if (!check_extensions(sf, "kns,kno,ktss"))
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goto fail;
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if (!is_id32be(0x00,sf, "KTSS"))
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goto fail;
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/* 0x04: data size */
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codec_id = read_u8(0x20, sf);
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/* 0x01: null, part of codec? */
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version = read_u8(0x22, sf);
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/* 0x03: same as version? */
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start_offset = read_u32le(0x24, sf) + 0x20;
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/* Layered tracks used in Hyrule Warriors (Switch), like 2*5 = 10 channels
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* Other games typically use 1 track. */
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tracks = read_u8(0x28, sf);
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channels = read_u8(0x29, sf) * tracks;
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sample_rate = read_u32le(0x2c, sf);
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num_samples = read_s32le(0x30, sf);
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loop_start = read_s32le(0x34, sf);
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loop_length = read_s32le(0x38, sf);
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loop_flag = loop_length > 0;
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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_start + loop_length;
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vgmstream->meta_type = meta_KTSS;
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switch (codec_id) {
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case 0x2: /* DSP ADPCM - Hyrule Warriors, Fire Emblem Warriors */
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/* check type details */
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if (version == 1) {
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coef_offset = 0x40;
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coef_spacing = 0x2e;
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}
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else if (version == 3) { /* Fire Emblem Warriors (Switch) */
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coef_offset = 0x5c;
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coef_spacing = 0x60;
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}
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else
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goto fail;
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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 = 0x8;
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dsp_read_coefs_le(vgmstream, sf, coef_offset, coef_spacing);
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break;
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#ifdef VGM_USE_FFMPEG
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case 0x9: { /* Opus - Dead or Alive Xtreme 3: Scarlet, Fire Emblem: Three Houses */
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opus_config cfg = {0};
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start_offset = read_u32le(0x40, sf); /* after seek table, if any */
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data_size = read_u32le(0x44, sf);
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/* 0x48: seek table start (0 if no seek table) */
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/* 0x4c: number of frames */
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/* 0x50: frame size, or 0 if VBR */
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/* 0x52: samples per frame */
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/* 0x54: sample rate */
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cfg.skip = read_s32le(0x58, sf);
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cfg.sample_rate = vgmstream->sample_rate;
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cfg.channels = vgmstream->channels;
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/* this info seems always included even for stereo streams */
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if (vgmstream->channels <= 8) {
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int i;
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cfg.stream_count = read_u8(0x5a,sf);
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cfg.coupled_count = read_u8(0x5b,sf);
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for (i = 0; i < vgmstream->channels; i++) {
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cfg.channel_mapping[i] = read_u8(0x5c + i,sf);
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}
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}
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/* 0x60: null/reserved */
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/* 0x70: seek table (0x02 * frames) if VBR */
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/* later games use VBR frames, hence the seek table [Warriors Orochi 4 Ultimate DLC (Switch)] */
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vgmstream->codec_data = init_ffmpeg_switch_opus_config(sf, start_offset, data_size, &cfg);
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if (!vgmstream->codec_data) goto fail;
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vgmstream->coding_type = coding_FFmpeg;
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vgmstream->layout_type = layout_none;
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vgmstream->channel_layout = ffmpeg_get_channel_layout(vgmstream->codec_data);
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/* apparently KTSS doesn't need standard Opus reordering, so we undo their thing */
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switch(vgmstream->channels) {
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case 6: {
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/* FL FC FR BL LFE BR > FL FR FC LFE BL BR */
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int channel_remap[] = { 0, 2, 2, 3, 3, 5 };
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ffmpeg_set_channel_remapping(vgmstream->codec_data, channel_remap);
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break;
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}
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default:
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break;
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}
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if (vgmstream->num_samples == 0) {
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vgmstream->num_samples = switch_opus_get_samples(start_offset, data_size, sf) - skip;
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}
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break;
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}
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#endif
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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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