123 lines
4.4 KiB
JavaScript
123 lines
4.4 KiB
JavaScript
const MSADPCM = require("./msadpcm");
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const Popnchart = require("./popnchart");
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const Twodx = require("./twodx");
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const child_process = require("child_process");
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const fs = require("fs");
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const path = require("path");
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const SampleRate = require("node-libsamplerate");
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const wav = require("wav");
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if (process.argv.length < 3) {
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console.log("Usage: node popntowav ifs_file");
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process.exit();
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}
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let arg1 = process.argv[2];
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let outputFilename = process.argv[3];
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child_process.execSync(`ifstools ${arg1}`);
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const ifsname = path.basename(arg1).slice(0, -4);
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let twodxPath = `${ifsname}_ifs/${ifsname}.2dx`;
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let chartPath = `${ifsname}_ifs/${ifsname}_op.bin`;
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if (!fs.existsSync(chartPath)) {
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chartPath = `${ifsname}_ifs/${ifsname}_hp.bin`;
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}
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let cleanUp = true;
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let soundContainer = new Twodx(twodxPath);
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let chart = new Popnchart(chartPath, !soundContainer.late_bg);
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//The sound container is full of MSADPCM keysounds, so each one needs decoded.
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let decodedKeysounds = soundContainer.keysounds.map((keysound) => MSADPCM.decodeKeysoundOut(keysound.data, keysound.unk2));
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if (cleanUp) fs.rmdirSync(path.basename(arg1).slice(0, -4)+"_ifs", {recursive: true});
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let highestSample = 0;
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//Outputting stereo 44.1Khz regardless.
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const channels = 2;
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const samplingRate = 44100;
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//Because Int32.
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const bytes = 4;
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//After loading in all the keysounds, we need to find ones that
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//aren't 44.1KHz, since they'll mess everything up.
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//Best resampling option I could find was node-libsamplerate.
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//I'm sure other people have better suggestions.
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for (var i = 0; i<decodedKeysounds.length; i++) {
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let keysound = decodedKeysounds[i];
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if (keysound.samplingRate != samplingRate) {
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let options = {
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type: 0,
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channels: 2,
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fromDepth: 16,
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toDepth: 16,
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fromRate: keysound.samplingRate,
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toRate: samplingRate
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}
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const resample = new SampleRate(options);
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resample.write(keysound.data);
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keysound.data = Buffer.from(resample.read());
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}
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decodedKeysounds[i] = keysound;
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}
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//Gotta find the proper endOfSong
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//Trying to do this by getting the largest offset,
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//and then adding its associated keysound length
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//to get the true ending.
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let buffSize = 0;
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for (const event of chart.playEvents) {
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const [offset, keysoundNo] = event;
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let off = parseInt((offset*samplingRate)/1000)*channels*bytes;
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const keysound = decodedKeysounds[keysoundNo];
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if (keysound) {
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if ((off + (keysound.data.length)*2) > buffSize) {
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buffSize = off + (keysound.data.length*2);
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}
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}
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}
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//Creating a buffer to store Int32s.
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//This is overcompensating to deal with overflow from digital summing.
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//Final Timestamp in milliseconds * sampling rate * 2 channels * 4 bytes.
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const finalBuffer = Buffer.alloc(buffSize);
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for (const event of chart.playEvents) {
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const [offset, keysoundNo] = event;
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//Grabbing the relevant offset for the buffer.
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const convertedOffset = parseInt((offset*samplingRate)/1000)*channels*bytes;
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const keysound = decodedKeysounds[keysoundNo];
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if (keysound) {
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const keysoundData = keysound.data;
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for (var i = 0; i<keysoundData.length; i += 2) {
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const keysoundBytes = keysoundData.readInt16LE(i);
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const finalBytes = finalBuffer.readInt32LE(convertedOffset+(i*2));
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let mixedBytes = keysoundBytes+finalBytes;
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highestSample = Math.max(Math.abs(mixedBytes), highestSample);
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finalBuffer.writeInt32LE(mixedBytes, convertedOffset+(i*2));
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}
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}
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}
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//We've got summed 16bit values, which means they won't fit into a 16bit buffer.
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//We also can't just shove them into a 32bit buffer, since they're 16bit scale.
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//Instead, we'll have to normalise them first using the peak observed volume.
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//2147483647 is just so I don't have to import a MAX_INT32 module.
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//After normalising, these values will be scaled correctly from 16bit to 32bit.
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const normaliseFactor = parseInt(2147483647/highestSample);
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for (var i = 0; i<finalBuffer.length; i += 4) {
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const buffBytes = finalBuffer.readInt32LE(i) * normaliseFactor;
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finalBuffer.writeInt32LE(buffBytes, i);
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}
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//The 2dx container names usually contain null bytes too.
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let filename = soundContainer.name;
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filename = filename.slice(0, filename.indexOf("\u0000"));
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//I could manually generate a wav header, but I don't because I'm lazy.
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let writer = new wav.FileWriter("output\\"+outputFilename+".wav", {bitDepth: 32});
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writer.write(finalBuffer); |