cog/Frameworks/vgmstream/vgmstream/src/vgmstream.h

1181 lines
51 KiB
C

/*
* vgmstream.h - definitions for VGMSTREAM, encapsulating a multi-channel, looped audio stream
*/
#ifndef _VGMSTREAM_H
#define _VGMSTREAM_H
/* reasonable limits */
enum {
PATH_LIMIT = 32768,
STREAM_NAME_SIZE = 255,
VGMSTREAM_MAX_CHANNELS = 64,
VGMSTREAM_MIN_SAMPLE_RATE = 300, /* 300 is Wwise min */
VGMSTREAM_MAX_SAMPLE_RATE = 192000, /* found in some FSB5 */
VGMSTREAM_MAX_SUBSONGS = 65535, /* +20000 isn't that uncommon */
VGMSTREAM_MAX_NUM_SAMPLES = 1000000000, /* no ~5h vgm hopefully */
};
#include "streamfile.h"
#ifdef BUILD_VGMSTREAM
#include "util/log.h"
#else
#include <libvgmstream/log.h>
#endif
/* Due mostly to licensing issues, Vorbis, MPEG, G.722.1, etc decoding is done by external libraries.
* Libs are disabled by default, defined on compile-time for builds that support it */
//#define VGM_USE_VORBIS
//#define VGM_USE_MPEG
//#define VGM_USE_G7221
//#define VGM_USE_G719
//#define VGM_USE_MP4V2
//#define VGM_USE_FDKAAC
//#define VGM_USE_MAIATRAC3PLUS
//#define VGM_USE_FFMPEG
//#define VGM_USE_ATRAC9
//#define VGM_USE_CELT
//#define VGM_USE_SPEEX
#ifdef VGM_USE_MP4V2
#define MP4V2_NO_STDINT_DEFS
#include <mp4v2/mp4v2.h>
#endif
#ifdef VGM_USE_FDKAAC
#include <aacdecoder_lib.h>
#endif
#ifdef BUILD_VGMSTREAM
#include "coding/g72x_state.h"
#else
#include "g72x_state.h"
#endif
/* The encoding type specifies the format the sound data itself takes */
typedef enum {
coding_SILENCE, /* generates silence */
/* PCM */
coding_PCM16LE, /* little endian 16-bit PCM */
coding_PCM16BE, /* big endian 16-bit PCM */
coding_PCM16_int, /* 16-bit PCM with sample-level interleave (for blocks) */
coding_PCM8, /* 8-bit PCM */
coding_PCM8_int, /* 8-bit PCM with sample-level interleave (for blocks) */
coding_PCM8_U, /* 8-bit PCM, unsigned (0x80 = 0) */
coding_PCM8_U_int, /* 8-bit PCM, unsigned (0x80 = 0) with sample-level interleave (for blocks) */
coding_PCM8_SB, /* 8-bit PCM, sign bit (others are 2's complement) */
coding_PCM4, /* 4-bit PCM, signed */
coding_PCM4_U, /* 4-bit PCM, unsigned */
coding_ULAW, /* 8-bit u-Law (non-linear PCM) */
coding_ULAW_int, /* 8-bit u-Law (non-linear PCM) with sample-level interleave (for blocks) */
coding_ALAW, /* 8-bit a-Law (non-linear PCM) */
coding_PCMFLOAT, /* 32-bit float PCM */
coding_PCM24LE, /* 24-bit PCM */
/* ADPCM */
coding_CRI_ADX, /* CRI ADX */
coding_CRI_ADX_fixed, /* CRI ADX, encoding type 2 with fixed coefficients */
coding_CRI_ADX_exp, /* CRI ADX, encoding type 4 with exponential scale */
coding_CRI_ADX_enc_8, /* CRI ADX, type 8 encryption (God Hand) */
coding_CRI_ADX_enc_9, /* CRI ADX, type 9 encryption (PSO2) */
coding_NGC_DSP, /* Nintendo DSP ADPCM */
coding_NGC_DSP_subint, /* Nintendo DSP ADPCM with frame subinterframe */
coding_NGC_DTK, /* Nintendo DTK ADPCM (hardware disc), also called TRK or ADP */
coding_NGC_AFC, /* Nintendo AFC ADPCM */
coding_VADPCM, /* Silicon Graphics VADPCM */
coding_G721, /* CCITT G.721 */
coding_XA, /* CD-ROM XA 4-bit */
coding_XA8, /* CD-ROM XA 8-bit */
coding_XA_EA, /* EA's Saturn XA (not to be confused with EA-XA) */
coding_PSX, /* Sony PS ADPCM (VAG) */
coding_PSX_badflags, /* Sony PS ADPCM with custom flag byte */
coding_PSX_cfg, /* Sony PS ADPCM with configurable frame size (int math) */
coding_PSX_pivotal, /* Sony PS ADPCM with configurable frame size (float math) */
coding_HEVAG, /* Sony PSVita ADPCM */
coding_EA_XA, /* Electronic Arts EA-XA ADPCM v1 (stereo) aka "EA ADPCM" */
coding_EA_XA_int, /* Electronic Arts EA-XA ADPCM v1 (mono/interleave) */
coding_EA_XA_V2, /* Electronic Arts EA-XA ADPCM v2 */
coding_MAXIS_XA, /* Maxis EA-XA ADPCM */
coding_EA_XAS_V0, /* Electronic Arts EA-XAS ADPCM v0 */
coding_EA_XAS_V1, /* Electronic Arts EA-XAS ADPCM v1 */
coding_IMA, /* IMA ADPCM (stereo or mono, low nibble first) */
coding_IMA_int, /* IMA ADPCM (mono/interleave, low nibble first) */
coding_DVI_IMA, /* DVI IMA ADPCM (stereo or mono, high nibble first) */
coding_DVI_IMA_int, /* DVI IMA ADPCM (mono/interleave, high nibble first) */
coding_3DS_IMA, /* 3DS IMA ADPCM */
coding_SNDS_IMA, /* Heavy Iron Studios .snds IMA ADPCM */
coding_QD_IMA,
coding_WV6_IMA, /* Gorilla Systems WV6 4-bit IMA ADPCM */
coding_ALP_IMA, /* High Voltage ALP 4-bit IMA ADPCM */
coding_FFTA2_IMA, /* Final Fantasy Tactics A2 4-bit IMA ADPCM */
coding_BLITZ_IMA, /* Blitz Games 4-bit IMA ADPCM */
coding_MS_IMA, /* Microsoft IMA ADPCM */
coding_MS_IMA_mono, /* Microsoft IMA ADPCM (mono/interleave) */
coding_XBOX_IMA, /* XBOX IMA ADPCM */
coding_XBOX_IMA_mch, /* XBOX IMA ADPCM (multichannel) */
coding_XBOX_IMA_int, /* XBOX IMA ADPCM (mono/interleave) */
coding_NDS_IMA, /* IMA ADPCM w/ NDS layout */
coding_DAT4_IMA, /* Eurocom 'DAT4' IMA ADPCM */
coding_RAD_IMA, /* Radical IMA ADPCM */
coding_RAD_IMA_mono, /* Radical IMA ADPCM (mono/interleave) */
coding_APPLE_IMA4, /* Apple Quicktime IMA4 */
coding_FSB_IMA, /* FMOD's FSB multichannel IMA ADPCM */
coding_WWISE_IMA, /* Audiokinetic Wwise IMA ADPCM */
coding_REF_IMA, /* Reflections IMA ADPCM */
coding_AWC_IMA, /* Rockstar AWC IMA ADPCM */
coding_UBI_IMA, /* Ubisoft IMA ADPCM */
coding_UBI_SCE_IMA, /* Ubisoft SCE IMA ADPCM */
coding_H4M_IMA, /* H4M IMA ADPCM (stereo or mono, high nibble first) */
coding_MTF_IMA, /* Capcom MT Framework IMA ADPCM */
coding_CD_IMA, /* Crystal Dynamics IMA ADPCM */
coding_MSADPCM, /* Microsoft ADPCM (stereo/mono) */
coding_MSADPCM_int, /* Microsoft ADPCM (mono) */
coding_MSADPCM_ck, /* Microsoft ADPCM (Cricket Audio variation) */
coding_WS, /* Westwood Studios VBR ADPCM */
coding_AICA, /* Yamaha AICA ADPCM (stereo) */
coding_AICA_int, /* Yamaha AICA ADPCM (mono/interleave) */
coding_CP_YM, /* Capcom's Yamaha ADPCM (stereo/mono) */
coding_ASKA, /* Aska ADPCM */
coding_NXAP, /* NXAP ADPCM */
coding_TGC, /* Tiger Game.com 4-bit ADPCM */
coding_NDS_PROCYON, /* Procyon Studio ADPCM */
coding_L5_555, /* Level-5 0x555 ADPCM */
coding_LSF, /* lsf ADPCM (Fastlane Street Racing iPhone)*/
coding_MTAF, /* Konami MTAF ADPCM */
coding_MTA2, /* Konami MTA2 ADPCM */
coding_MC3, /* Paradigm MC3 3-bit ADPCM */
coding_FADPCM, /* FMOD FADPCM 4-bit ADPCM */
coding_ASF, /* Argonaut ASF 4-bit ADPCM */
coding_DSA, /* Ocean DSA 4-bit ADPCM */
coding_XMD, /* Konami XMD 4-bit ADPCM */
coding_TANTALUS, /* Tantalus 4-bit ADPCM */
coding_PCFX, /* PC-FX 4-bit ADPCM */
coding_OKI16, /* OKI 4-bit ADPCM with 16-bit output and modified expand */
coding_OKI4S, /* OKI 4-bit ADPCM with 16-bit output and cuadruple step */
coding_PTADPCM, /* Platinum 4-bit ADPCM */
coding_IMUSE, /* LucasArts iMUSE Variable ADPCM */
coding_COMPRESSWAVE, /* CompressWave Huffman ADPCM */
/* others */
coding_SDX2, /* SDX2 2:1 Squareroot-Delta-Exact compression DPCM */
coding_SDX2_int, /* SDX2 2:1 Squareroot-Delta-Exact compression with sample-level interleave */
coding_CBD2, /* CBD2 2:1 Cuberoot-Delta-Exact compression DPCM */
coding_CBD2_int, /* CBD2 2:1 Cuberoot-Delta-Exact compression, with sample-level interleave */
coding_SASSC, /* Activision EXAKT SASSC 8-bit DPCM */
coding_DERF, /* DERF 8-bit DPCM */
coding_WADY, /* WADY 8-bit DPCM */
coding_NWA, /* VisualArt's NWA DPCM */
coding_ACM, /* InterPlay ACM */
coding_CIRCUS_ADPCM, /* Circus 8-bit ADPCM */
coding_UBI_ADPCM, /* Ubisoft 4/6-bit ADPCM */
coding_EA_MT, /* Electronic Arts MicroTalk (linear-predictive speech codec) */
coding_CIRCUS_VQ, /* Circus VQ */
coding_RELIC, /* Relic Codec (DCT-based) */
coding_CRI_HCA, /* CRI High Compression Audio (MDCT-based) */
coding_TAC, /* tri-Ace Codec (MDCT-based) */
#ifdef VGM_USE_VORBIS
coding_OGG_VORBIS, /* Xiph Vorbis with Ogg layer (MDCT-based) */
coding_VORBIS_custom, /* Xiph Vorbis with custom layer (MDCT-based) */
#endif
#ifdef VGM_USE_MPEG
coding_MPEG_custom, /* MPEG audio with custom features (MDCT-based) */
coding_MPEG_ealayer3, /* EALayer3, custom MPEG frames */
coding_MPEG_layer1, /* MP1 MPEG audio (MDCT-based) */
coding_MPEG_layer2, /* MP2 MPEG audio (MDCT-based) */
coding_MPEG_layer3, /* MP3 MPEG audio (MDCT-based) */
#endif
#ifdef VGM_USE_G7221
coding_G7221C, /* ITU G.722.1 annex C (Polycom Siren 14) */
#endif
#ifdef VGM_USE_G719
coding_G719, /* ITU G.719 annex B (Polycom Siren 22) */
#endif
#if defined(VGM_USE_MP4V2) && defined(VGM_USE_FDKAAC)
coding_MP4_AAC, /* AAC (MDCT-based) */
#endif
#ifdef VGM_USE_MAIATRAC3PLUS
coding_AT3plus, /* Sony ATRAC3plus (MDCT-based) */
#endif
#ifdef VGM_USE_ATRAC9
coding_ATRAC9, /* Sony ATRAC9 (MDCT-based) */
#endif
#ifdef VGM_USE_CELT
coding_CELT_FSB, /* Custom Xiph CELT (MDCT-based) */
#endif
#ifdef VGM_USE_SPEEX
coding_SPEEX, /* Custom Speex (CELP-based) */
#endif
#ifdef VGM_USE_FFMPEG
coding_FFmpeg, /* Formats handled by FFmpeg (ATRAC3, XMA, AC3, etc) */
#endif
} coding_t;
/* The layout type specifies how the sound data is laid out in the file */
typedef enum {
/* generic */
layout_none, /* straight data */
/* interleave */
layout_interleave, /* equal interleave throughout the stream */
/* headered blocks */
layout_blocked_ast,
layout_blocked_halpst,
layout_blocked_xa,
layout_blocked_ea_schl,
layout_blocked_ea_1snh,
layout_blocked_caf,
layout_blocked_wsi,
layout_blocked_str_snds,
layout_blocked_ws_aud,
layout_blocked_matx,
layout_blocked_dec,
layout_blocked_xvas,
layout_blocked_vs,
layout_blocked_mul,
layout_blocked_gsb,
layout_blocked_thp,
layout_blocked_filp,
layout_blocked_ea_swvr,
layout_blocked_adm,
layout_blocked_bdsp,
layout_blocked_mxch,
layout_blocked_ivaud, /* GTA IV .ivaud blocks */
layout_blocked_tra, /* DefJam Rapstar .tra blocks */
layout_blocked_ps2_iab,
layout_blocked_vs_str,
layout_blocked_rws,
layout_blocked_hwas,
layout_blocked_ea_sns, /* newest Electronic Arts blocks, found in SNS/SNU/SPS/etc formats */
layout_blocked_awc, /* Rockstar AWC */
layout_blocked_vgs, /* Guitar Hero II (PS2) */
layout_blocked_xwav,
layout_blocked_xvag_subsong, /* XVAG subsongs [God of War III (PS4)] */
layout_blocked_ea_wve_au00, /* EA WVE au00 blocks */
layout_blocked_ea_wve_ad10, /* EA WVE Ad10 blocks */
layout_blocked_sthd, /* Dream Factory STHD */
layout_blocked_h4m, /* H4M video */
layout_blocked_xa_aiff, /* XA in AIFF files [Crusader: No Remorse (SAT), Road Rash (3DO)] */
layout_blocked_vs_square,
layout_blocked_vid1,
layout_blocked_ubi_sce,
layout_blocked_tt_ad,
/* otherwise odd */
layout_segmented, /* song divided in segments (song sections) */
layout_layered, /* song divided in layers (song channels) */
} layout_t;
/* The meta type specifies how we know what we know about the file.
* We may know because of a header we read, some of it may have been guessed from filenames, etc. */
typedef enum {
meta_SILENCE,
meta_DSP_STD, /* Nintendo standard GC ADPCM (DSP) header */
meta_DSP_CSTR, /* Star Fox Assault "Cstr" */
meta_DSP_RS03, /* Retro: Metroid Prime 2 "RS03" */
meta_DSP_STM, /* Paper Mario 2 STM */
meta_AGSC, /* Retro: Metroid Prime 2 title */
meta_CSMP, /* Retro: Metroid Prime 3 (Wii), Donkey Kong Country Returns (Wii) */
meta_RFRM, /* Retro: Donkey Kong Country Tropical Freeze (Wii U) */
meta_DSP_MPDSP, /* Monopoly Party single header stereo */
meta_DSP_JETTERS, /* Bomberman Jetters .dsp */
meta_DSP_MSS, /* Free Radical GC games */
meta_DSP_GCM, /* some of Traveller's Tales games */
meta_DSP_STR, /* Conan .str files */
meta_DSP_SADB, /* .sad */
meta_DSP_WSI, /* .wsi */
meta_IDSP_TT, /* Traveller's Tales games */
meta_DSP_WII_MUS, /* .mus */
meta_DSP_WII_WSD, /* Phantom Brave (WII) */
meta_WII_NDP, /* Vertigo (Wii) */
meta_DSP_YGO, /* Konami: Yu-Gi-Oh! The Falsebound Kingdom (NGC), Hikaru no Go 3 (NGC) */
meta_STRM, /* Nintendo STRM */
meta_RSTM, /* Nintendo RSTM (Revolution Stream, similar to STRM) */
meta_AFC, /* AFC */
meta_AST, /* AST */
meta_RWSD, /* single-stream RWSD */
meta_RWAR, /* single-stream RWAR */
meta_RWAV, /* contents of RWAR */
meta_CWAV, /* contents of CWAR */
meta_FWAV, /* contents of FWAR */
meta_RSTM_SPM, /* RSTM with 44->22khz hack */
meta_THP, /* THP movie files */
meta_RSTM_shrunken, /* Atlus' mutant shortened RSTM */
meta_SWAV,
meta_NDS_RRDS, /* Ridge Racer DS */
meta_WII_BNS, /* Wii BNS Banner Sound (similar to RSTM) */
meta_WIIU_BTSND, /* Wii U Boot Sound */
meta_ADX_03, /* CRI ADX "type 03" */
meta_ADX_04, /* CRI ADX "type 04" */
meta_ADX_05, /* CRI ADX "type 05" */
meta_AIX, /* CRI AIX */
meta_AAX, /* CRI AAX */
meta_UTF_DSP, /* CRI ADPCM_WII, like AAX with DSP */
meta_DTK,
meta_RSF,
meta_HALPST, /* HAL Labs HALPST */
meta_GCSW, /* GCSW (PCM) */
meta_CAF, /* tri-Crescendo CAF */
meta_MYSPD, /* U-Sing .myspd */
meta_HIS, /* Her Ineractive .his */
meta_BNSF, /* Bandai Namco Sound Format */
meta_XA, /* CD-ROM XA */
meta_ADS,
meta_NPS,
meta_RXWS,
meta_RAW_INT,
meta_EXST,
meta_SVAG_KCET,
meta_PS_HEADERLESS, /* headerless PS-ADPCM */
meta_MIB_MIH,
meta_PS2_MIC, /* KOEI MIC File */
meta_PS2_VAGi, /* VAGi Interleaved File */
meta_PS2_VAGp, /* VAGp Mono File */
meta_PS2_pGAV, /* VAGp with Little Endian Header */
meta_PS2_VAGp_AAAP, /* Acclaim Austin Audio VAG header */
meta_SEB,
meta_STR_WAV, /* Blitz Games STR+WAV files */
meta_ILD,
meta_PS2_PNB, /* PsychoNauts Bgm File */
meta_VPK, /* VPK Audio File */
meta_PS2_BMDX, /* Beatmania thing */
meta_PS2_IVB, /* Langrisser 3 IVB */
meta_PS2_SND, /* some Might & Magics SSND header */
meta_SVS, /* Square SVS */
meta_XSS, /* Dino Crisis 3 */
meta_SL3, /* Test Drive Unlimited */
meta_HGC1, /* Knights of the Temple 2 */
meta_AUS, /* Various Capcom games */
meta_RWS, /* RenderWare games (only when using RW Audio middleware) */
meta_FSB1, /* FMOD Sample Bank, version 1 */
meta_FSB2, /* FMOD Sample Bank, version 2 */
meta_FSB3, /* FMOD Sample Bank, version 3.0/3.1 */
meta_FSB4, /* FMOD Sample Bank, version 4 */
meta_FSB5, /* FMOD Sample Bank, version 5 */
meta_RWX, /* Air Force Delta Storm (XBOX) */
meta_XWB, /* Microsoft XACT framework (Xbox, X360, Windows) */
meta_PS2_XA30, /* Driver - Parallel Lines (PS2) */
meta_MUSC, /* Krome PS2 games */
meta_MUSX,
meta_LEG, /* Legaia 2 [no header_id] */
meta_FILP, /* Resident Evil - Dead Aim */
meta_IKM,
meta_STER,
meta_BG00, /* Ibara, Mushihimesama */
meta_PS2_RSTM, /* Midnight Club 3 */
meta_PS2_KCES, /* Dance Dance Revolution */
meta_PS2_DXH, /* Tokobot Plus - Myteries of the Karakuri */
meta_VSV,
meta_SCD_PCM, /* Lunar - Eternal Blue */
meta_PS2_PCM, /* Konami KCEJ East: Ephemeral Fantasia, Yu-Gi-Oh! The Duelists of the Roses, 7 Blades */
meta_PS2_RKV, /* Legacy of Kain - Blood Omen 2 (PS2) */
meta_PS2_VAS, /* Pro Baseball Spirits 5 */
meta_PS2_TEC, /* TECMO badflagged stream */
meta_PS2_ENTH, /* Enthusia */
meta_SDT, /* Baldur's Gate - Dark Alliance */
meta_NGC_TYDSP, /* Ty - The Tasmanian Tiger */
meta_CAPDSP, /* Capcom DSP Header [no header_id] */
meta_DC_STR, /* SEGA Stream Asset Builder */
meta_DC_STR_V2, /* variant of SEGA Stream Asset Builder */
meta_NGC_BH2PCM, /* Bio Hazard 2 */
meta_SAP,
meta_DC_IDVI, /* Eldorado Gate */
meta_KRAW, /* Geometry Wars - Galaxies */
meta_PS2_OMU, /* PS2 Int file with Header */
meta_PS2_XA2, /* XG3 Extreme-G Racing */
meta_NUB,
meta_IDSP_NL, /* Mario Strikers Charged (Wii) */
meta_IDSP_IE, /* Defencer (GC) */
meta_SPT_SPD, /* Various (SPT+SPT DSP) */
meta_ISH_ISD, /* Various (ISH+ISD DSP) */
meta_GSP_GSB, /* Tecmo games (Super Swing Golf 1 & 2, Quamtum Theory) */
meta_YDSP, /* WWE Day of Reckoning */
meta_FFCC_STR, /* Final Fantasy: Crystal Chronicles */
meta_UBI_JADE, /* Beyond Good & Evil, Rayman Raving Rabbids */
meta_GCA, /* Metal Slug Anthology */
meta_NGC_SSM, /* Golden Gashbell Full Power */
meta_PS2_JOE, /* Wall-E / Pixar games */
meta_NGC_YMF, /* WWE WrestleMania X8 */
meta_SADL,
meta_PS2_CCC, /* Tokyo Xtreme Racer DRIFT 2 */
meta_FAG, /* Jackie Chan - Stuntmaster */
meta_PS2_MIHB, /* Merged MIH+MIB */
meta_NGC_PDT, /* Mario Party 6 */
meta_DC_ASD, /* Miss Moonligh */
meta_NAOMI_SPSD, /* Guilty Gear X */
meta_RSD,
meta_PS2_ASS, /* ASS */
meta_SEG, /* Eragon */
meta_NDS_STRM_FFTA2, /* Final Fantasy Tactics A2 */
meta_KNON,
meta_ZWDSP, /* Zack and Wiki */
meta_VGS, /* Guitar Hero Encore - Rocks the 80s */
meta_DCS_WAV,
meta_SMP,
meta_WII_SNG, /* Excite Trucks */
meta_MUL,
meta_SAT_BAKA, /* Crypt Killer */
meta_VSF,
meta_PS2_VSF_TTA, /* Tiny Toon Adventures: Defenders of the Universe */
meta_ADS_MIDWAY,
meta_PS2_SPS, /* Ape Escape 2 */
meta_PS2_XA2_RRP, /* RC Revenge Pro */
meta_NGC_DSP_KONAMI, /* Konami DSP header, found in various games */
meta_UBI_CKD, /* Ubisoft CKD RIFF header (Rayman Origins Wii) */
meta_RAW_WAVM,
meta_WVS,
meta_XBOX_MATX, /* XBOX MATX */
meta_XMU,
meta_XVAS,
meta_EA_SCHL, /* Electronic Arts SCHl with variable header */
meta_EA_SCHL_fixed, /* Electronic Arts SCHl with fixed header */
meta_EA_BNK, /* Electronic Arts BNK */
meta_EA_1SNH, /* Electronic Arts 1SNh/EACS */
meta_EA_EACS,
meta_RAW_PCM,
meta_GENH, /* generic header */
meta_AIFC, /* Audio Interchange File Format AIFF-C */
meta_AIFF, /* Audio Interchange File Format */
meta_STR_SNDS, /* .str with SNDS blocks and SHDR header */
meta_WS_AUD, /* Westwood Studios .aud */
meta_WS_AUD_old, /* Westwood Studios .aud, old style */
meta_RIFF_WAVE, /* RIFF, for WAVs */
meta_RIFF_WAVE_POS, /* .wav + .pos for looping (Ys Complete PC) */
meta_RIFF_WAVE_labl, /* RIFF w/ loop Markers in LIST-adtl-labl */
meta_RIFF_WAVE_smpl, /* RIFF w/ loop data in smpl chunk */
meta_RIFF_WAVE_wsmp, /* RIFF w/ loop data in wsmp chunk */
meta_RIFF_WAVE_MWV, /* .mwv RIFF w/ loop data in ctrl chunk pflt */
meta_RIFX_WAVE, /* RIFX, for big-endian WAVs */
meta_RIFX_WAVE_smpl, /* RIFX w/ loop data in smpl chunk */
meta_XNB, /* XNA Game Studio 4.0 */
meta_PC_MXST, /* Lego Island MxSt */
meta_SAB, /* Worms 4 Mayhem SAB+SOB file */
meta_NWA, /* Visual Art's NWA */
meta_NWA_NWAINFOINI, /* Visual Art's NWA w/ NWAINFO.INI for looping */
meta_NWA_GAMEEXEINI, /* Visual Art's NWA w/ Gameexe.ini for looping */
meta_SAT_DVI, /* Konami KCE Nagoya DVI (SAT games) */
meta_DC_KCEY, /* Konami KCE Yokohama KCEYCOMP (DC games) */
meta_ACM, /* InterPlay ACM header */
meta_MUS_ACM, /* MUS playlist of InterPlay ACM files */
meta_DEC, /* Falcom PC games (Xanadu Next, Gurumin) */
meta_VS, /* Men in Black .vs */
meta_FFXI_BGW, /* FFXI (PC) BGW */
meta_FFXI_SPW, /* FFXI (PC) SPW */
meta_STS,
meta_PS2_P2BT, /* Pop'n'Music 7 Audio File */
meta_PS2_GBTS, /* Pop'n'Music 9 Audio File */
meta_NGC_DSP_IADP, /* Gamecube Interleave DSP */
meta_PS2_TK5, /* Tekken 5 Stream Files */
meta_PS2_MCG, /* Gunvari MCG Files (was name .GCM on disk) */
meta_ZSD, /* Dragon Booster ZSD */
meta_REDSPARK, /* "RedSpark" RSD (MadWorld) */
meta_IVAUD, /* .ivaud GTA IV */
meta_NDS_HWAS, /* Spider-Man 3, Tony Hawk's Downhill Jam, possibly more... */
meta_NGC_LPS, /* Rave Master (Groove Adventure Rave)(GC) */
meta_NAOMI_ADPCM, /* NAOMI/NAOMI2 ARcade games */
meta_SD9, /* beatmaniaIIDX16 - EMPRESS (Arcade) */
meta_2DX9, /* beatmaniaIIDX16 - EMPRESS (Arcade) */
meta_PS2_VGV, /* Rune: Viking Warlord */
meta_GCUB,
meta_MAXIS_XA, /* Sim City 3000 (PC) */
meta_NGC_SCK_DSP, /* Scorpion King (NGC) */
meta_CAFF, /* iPhone .caf */
meta_EXAKT_SC, /* Activision EXAKT .SC (PS2) */
meta_WII_WAS, /* DiRT 2 (WII) */
meta_PONA_3DO, /* Policenauts (3DO) */
meta_PONA_PSX, /* Policenauts (PSX) */
meta_XBOX_HLWAV, /* Half Life 2 (XBOX) */
meta_AST_MV,
meta_AST_MMV,
meta_DMSG, /* Nightcaster II - Equinox (XBOX) */
meta_NGC_DSP_AAAP, /* Turok: Evolution (NGC), Vexx (NGC) */
meta_PS2_WB, /* Shooting Love. ~TRIZEAL~ */
meta_S14, /* raw Siren 14, 24kbit mono */
meta_SSS, /* raw Siren 14, 48kbit stereo */
meta_PS2_GCM, /* NamCollection */
meta_PS2_SMPL, /* Homura */
meta_PS2_MSA, /* Psyvariar -Complete Edition- */
meta_PS2_VOI, /* RAW Danger (Zettaizetsumei Toshi 2 - Itetsuita Kiokutachi) [PS2] */
meta_P3D, /* Prototype P3D */
meta_PS2_TK1, /* Tekken (NamCollection) */
meta_NGC_RKV, /* Legacy of Kain - Blood Omen 2 (GC) */
meta_DSP_DDSP, /* Various (2 dsp files stuck together */
meta_NGC_DSP_MPDS, /* Big Air Freestyle, Terminator 3 */
meta_DSP_STR_IG, /* Micro Machines, Superman Superman: Shadow of Apokolis */
meta_EA_SWVR, /* Future Cop L.A.P.D., Freekstyle */
meta_PS2_B1S, /* 7 Wonders of the ancient world */
meta_PS2_WAD, /* The golden Compass */
meta_DSP_XIII, /* XIII, possibly more (Ubisoft header???) */
meta_DSP_CABELAS, /* Cabelas games */
meta_PS2_ADM, /* Dragon Quest V (PS2) */
meta_LPCM_SHADE,
meta_DSP_BDSP, /* Ah! My Goddess */
meta_PS2_VMS, /* Autobahn Raser - Police Madness */
meta_XAU, /* XPEC Entertainment (Beat Down (PS2 Xbox), Spectral Force Chronicle (PS2)) */
meta_GH3_BAR, /* Guitar Hero III Mobile .bar */
meta_FFW, /* Freedom Fighters [NGC] */
meta_DSP_DSPW, /* Sengoku Basara 3 [WII] */
meta_PS2_JSTM, /* Tantei Jinguji Saburo - Kind of Blue (PS2) */
meta_SQEX_SCD, /* Square-Enix SCD */
meta_NGC_NST_DSP, /* Animaniacs [NGC] */
meta_BAF, /* Bizarre Creations (Blur, James Bond) */
meta_XVAG, /* Ratchet & Clank Future: Quest for Booty (PS3) */
meta_PS3_CPS, /* Eternal Sonata (PS3) */
meta_MSF,
meta_PS3_PAST, /* Bakugan Battle Brawlers (PS3) */
meta_SGXD, /* Sony: Folklore, Genji, Tokyo Jungle (PS3), Brave Story, Kurohyo (PSP) */
meta_WII_RAS, /* Donkey Kong Country Returns (Wii) */
meta_SPM,
meta_X360_TRA, /* Def Jam Rapstar */
meta_VGS_PS,
meta_PS2_IAB, /* Ueki no Housoku - Taosu ze Robert Juudan!! (PS2) */
meta_VS_STR, /* The Bouncer */
meta_LSF_N1NJ4N, /* .lsf n1nj4n Fastlane Street Racing (iPhone) */
meta_XWAV,
meta_RAW_SNDS,
meta_PS2_WMUS, /* The Warriors (PS2) */
meta_HYPERSCAN_KVAG, /* Hyperscan KVAG/BVG */
meta_IOS_PSND, /* Crash Bandicoot Nitro Kart 2 (iOS) */
meta_BOS_ADP,
meta_QD_ADP,
meta_EB_SFX, /* Excitebots .sfx */
meta_EB_SF0, /* Excitebots .sf0 */
meta_MTAF,
meta_PS2_VAG1, /* Metal Gear Solid 3 VAG1 */
meta_PS2_VAG2, /* Metal Gear Solid 3 VAG2 */
meta_TUN, /* LEGO Racers (PC) */
meta_WPD, /* Shuffle! (PC) */
meta_MN_STR, /* Mini Ninjas (PC/PS3/WII) */
meta_MSS, /* Guerilla: ShellShock Nam '67 (PS2/Xbox), Killzone (PS2) */
meta_PS2_HSF, /* Lowrider (PS2) */
meta_IVAG,
meta_PS2_2PFS, /* Konami: Mahoromatic: Moetto - KiraKira Maid-San, GANTZ (PS2) */
meta_PS2_VBK, /* Disney's Stitch - Experiment 626 */
meta_OTM, /* Otomedius (Arcade) */
meta_CSTM, /* Nintendo 3DS CSTM (Century Stream) */
meta_FSTM, /* Nintendo Wii U FSTM (caFe? Stream) */
meta_IDSP_NAMCO,
meta_KT_WIIBGM, /* Koei Tecmo WiiBGM */
meta_KTSS, /* Koei Tecmo Nintendo Stream (KNS) */
meta_MCA, /* Capcom MCA "MADP" */
meta_XB3D_ADX, /* Xenoblade Chronicles 3D ADX */
meta_HCA, /* CRI HCA */
meta_SVAG_SNK,
meta_PS2_VDS_VDM, /* Graffiti Kingdom */
meta_FFMPEG, /* any file supported by FFmpeg */
meta_X360_CXS, /* Eternal Sonata (Xbox 360) */
meta_AKB, /* SQEX iOS */
meta_X360_PASX, /* Namco PASX (Soul Calibur II HD X360) */
meta_XMA_RIFF, /* Microsoft RIFF XMA */
meta_X360_AST, /* Dead Rising (X360) */
meta_WWISE_RIFF, /* Audiokinetic Wwise RIFF/RIFX */
meta_UBI_RAKI, /* Ubisoft RAKI header (Rayman Legends, Just Dance 2017) */
meta_SXD, /* Sony SXD (Gravity Rush, Freedom Wars PSV) */
meta_OGL, /* Shin'en Wii/WiiU (Jett Rocket (Wii), FAST Racing NEO (WiiU)) */
meta_MC3, /* Paradigm games (T3 PS2, MX Rider PS2, MI: Operation Surma PS2) */
meta_GTD, /* Knights Contract (X360/PS3), Valhalla Knights 3 (PSV) */
meta_TA_AAC,
meta_MTA2,
meta_NGC_ULW, /* Burnout 1 (GC only) */
meta_XA_XA30,
meta_XA_04SW,
meta_TXTH, /* generic text header */
meta_SK_AUD, /* Silicon Knights .AUD (Eternal Darkness GC) */
meta_AHX, /* CRI AHX header */
meta_STM, /* Angel Studios/Rockstar San Diego Games */
meta_BINK, /* RAD Game Tools BINK audio/video */
meta_EA_SNU, /* Electronic Arts SNU (Dead Space) */
meta_AWC, /* Rockstar AWC (GTA5, RDR) */
meta_OPUS, /* Nintendo Opus [Lego City Undercover (Switch)] */
meta_RAW_AL,
meta_PC_AST, /* Dead Rising (PC) */
meta_NAAC, /* Namco AAC (3DS) */
meta_UBI_SB, /* Ubisoft banks */
meta_EZW, /* EZ2DJ (Arcade) EZWAV */
meta_VXN, /* Gameloft mobile games */
meta_EA_SNR_SNS, /* Electronic Arts SNR+SNS (Burnout Paradise) */
meta_EA_SPS, /* Electronic Arts SPS (Burnout Crash) */
meta_VID1,
meta_PC_FLX, /* Ultima IX PC */
meta_MOGG, /* Harmonix Music Systems MOGG Vorbis */
meta_OGG_VORBIS, /* Ogg Vorbis */
meta_OGG_SLI, /* Ogg Vorbis file w/ companion .sli for looping */
meta_OPUS_SLI, /* Ogg Opus file w/ companion .sli for looping */
meta_OGG_SFL, /* Ogg Vorbis file w/ .sfl (RIFF SFPL) for looping */
meta_OGG_KOVS, /* Ogg Vorbis with header and encryption (Koei Tecmo Games) */
meta_OGG_encrypted, /* Ogg Vorbis with encryption */
meta_KMA9, /* Koei Tecmo [Nobunaga no Yabou - Souzou (Vita)] */
meta_XWC, /* Starbreeze games */
meta_SQEX_SAB, /* Square-Enix newest middleware (sound) */
meta_SQEX_MAB, /* Square-Enix newest middleware (music) */
meta_WAF, /* KID WAF [Ever 17 (PC)] */
meta_WAVE, /* EngineBlack games [Mighty Switch Force! (3DS)] */
meta_WAVE_segmented, /* EngineBlack games, segmented [Shantae and the Pirate's Curse (PC)] */
meta_SMV, /* Cho Aniki Zero (PSP) */
meta_NXAP, /* Nex Entertainment games [Time Crisis 4 (PS3), Time Crisis Razing Storm (PS3)] */
meta_EA_WVE_AU00, /* Electronic Arts PS movies [Future Cop - L.A.P.D. (PS), Supercross 2000 (PS)] */
meta_EA_WVE_AD10, /* Electronic Arts PS movies [Wing Commander 3/4 (PS)] */
meta_STHD, /* STHD .stx [Kakuto Chojin (Xbox)] */
meta_MP4, /* MP4/AAC */
meta_PCM_SRE, /* .PCM+SRE [Viewtiful Joe (PS2)] */
meta_DSP_MCADPCM, /* Skyrim (Switch) */
meta_UBI_LYN, /* Ubisoft LyN engine [The Adventures of Tintin (multi)] */
meta_MSB_MSH, /* sfx companion of MIH+MIB */
meta_TXTP, /* generic text playlist */
meta_SMC_SMH, /* Wangan Midnight (System 246) */
meta_PPST, /* PPST [Parappa the Rapper (PSP)] */
meta_SPS_N1,
meta_UBI_BAO, /* Ubisoft BAO */
meta_DSP_SWITCH_AUDIO, /* Gal Gun 2 (Switch) */
meta_H4M, /* Hudson HVQM4 video [Resident Evil 0 (GC), Tales of Symphonia (GC)] */
meta_ASF, /* Argonaut ASF [Croc 2 (PC)] */
meta_XMD, /* Konami XMD [Silent Hill 4 (Xbox), Castlevania: Curse of Darkness (Xbox)] */
meta_CKS, /* Cricket Audio stream [Part Time UFO (Android), Mega Man 1-6 (Android)] */
meta_CKB, /* Cricket Audio bank [Fire Emblem Heroes (Android), Mega Man 1-6 (Android)] */
meta_WV6, /* Gorilla Systems PC games */
meta_WAVEBATCH, /* Firebrand Games */
meta_HD3_BD3, /* Sony PS3 bank */
meta_BNK_SONY, /* Sony Scream Tool bank */
meta_SCD_SSCF, /* Square Enix SCD old version */
meta_DSP_VAG, /* Penny-Punching Princess (Switch) sfx */
meta_DSP_ITL, /* Charinko Hero (GC) */
meta_A2M, /* Scooby-Doo! Unmasked (PS2) */
meta_AHV, /* Headhunter (PS2) */
meta_MSV,
meta_SDF,
meta_SVG, /* Hunter - The Reckoning - Wayward (PS2) */
meta_VIS, /* AirForce Delta Strike (PS2) */
meta_VAI, /* Ratatouille (GC) */
meta_AIF_ASOBO, /* Ratatouille (PC) */
meta_AO, /* Cloudphobia (PC) */
meta_APC, /* MegaRace 3 (PC) */
meta_WV2, /* Slave Zero (PC) */
meta_XAU_KONAMI, /* Yu-Gi-Oh - The Dawn of Destiny (Xbox) */
meta_DERF, /* Stupid Invaders (PC) */
meta_SADF,
meta_UTK,
meta_NXA,
meta_ADPCM_CAPCOM,
meta_UE4OPUS,
meta_XWMA,
meta_VA3, /* DDR Supernova 2 AC */
meta_XOPUS,
meta_VS_SQUARE,
meta_NWAV,
meta_XPCM,
meta_MSF_TAMASOFT,
meta_XPS_DAT,
meta_ZSND,
meta_DSP_ADPY,
meta_DSP_ADPX,
meta_OGG_OPUS,
meta_IMC,
meta_GIN,
meta_DSF,
meta_208,
meta_DSP_DS2,
meta_MUS_VC,
meta_STRM_ABYLIGHT,
meta_MSF_KONAMI,
meta_XWMA_KONAMI,
meta_9TAV,
meta_BWAV,
meta_RAD,
meta_SMACKER,
meta_MZRT,
meta_XAVS,
meta_PSF,
meta_DSP_ITL_i,
meta_IMA,
meta_XMV_VALVE,
meta_UBI_HX,
meta_BMP_KONAMI,
meta_ISB,
meta_XSSB,
meta_XMA_UE3,
meta_FWSE,
meta_FDA,
meta_TGC,
meta_KWB,
meta_LRMD,
meta_WWISE_FX,
meta_DIVA,
meta_IMUSE,
meta_KTSR,
meta_KAT,
meta_PCM_SUCCESS,
meta_ADP_KONAMI,
meta_SDRH,
meta_WADY,
meta_DSP_SQEX,
meta_DSP_WIIVOICE,
meta_SBK,
meta_DSP_WIIADPCM,
meta_DSP_CWAC,
meta_COMPRESSWAVE,
meta_KTAC,
meta_MJB_MJH,
meta_BSNF,
meta_TAC,
meta_IDSP_TOSE,
meta_DSP_KWA,
meta_OGV_3RDEYE,
meta_PIFF_TPCM,
meta_WXD_WXH,
meta_BNK_RELIC,
meta_XSH_XSD_XSS,
meta_PSB,
meta_LOPU_FB,
meta_LPCM_FB,
meta_WBK,
meta_WBK_NSLB,
meta_DSP_APEX,
meta_MPEG,
meta_SSPF,
meta_S3V,
meta_ESF,
meta_ADM3,
meta_TT_AD,
} meta_t;
/* standard WAVEFORMATEXTENSIBLE speaker positions */
typedef enum {
speaker_FL = (1 << 0), /* front left */
speaker_FR = (1 << 1), /* front right */
speaker_FC = (1 << 2), /* front center */
speaker_LFE = (1 << 3), /* low frequency effects */
speaker_BL = (1 << 4), /* back left */
speaker_BR = (1 << 5), /* back right */
speaker_FLC = (1 << 6), /* front left center */
speaker_FRC = (1 << 7), /* front right center */
speaker_BC = (1 << 8), /* back center */
speaker_SL = (1 << 9), /* side left */
speaker_SR = (1 << 10), /* side right */
speaker_TC = (1 << 11), /* top center*/
speaker_TFL = (1 << 12), /* top front left */
speaker_TFC = (1 << 13), /* top front center */
speaker_TFR = (1 << 14), /* top front right */
speaker_TBL = (1 << 15), /* top back left */
speaker_TBC = (1 << 16), /* top back center */
speaker_TBR = (1 << 17), /* top back left */
} speaker_t;
/* typical mappings that metas may use to set channel_layout (but plugin must actually use it)
* (in order, so 3ch file could be mapped to FL FR FC or FL FR LFE but not LFE FL FR)
* not too sure about names but no clear standards */
typedef enum {
mapping_MONO = speaker_FC,
mapping_STEREO = speaker_FL | speaker_FR,
mapping_2POINT1 = speaker_FL | speaker_FR | speaker_LFE,
mapping_2POINT1_xiph = speaker_FL | speaker_FR | speaker_FC, /* aka 3STEREO? */
mapping_QUAD = speaker_FL | speaker_FR | speaker_BL | speaker_BR,
mapping_QUAD_surround = speaker_FL | speaker_FR | speaker_FC | speaker_BC,
mapping_QUAD_side = speaker_FL | speaker_FR | speaker_SL | speaker_SR,
mapping_5POINT0 = speaker_FL | speaker_FR | speaker_LFE | speaker_BL | speaker_BR,
mapping_5POINT0_xiph = speaker_FL | speaker_FR | speaker_FC | speaker_BL | speaker_BR,
mapping_5POINT0_surround = speaker_FL | speaker_FR | speaker_FC | speaker_SL | speaker_SR,
mapping_5POINT1 = speaker_FL | speaker_FR | speaker_FC | speaker_LFE | speaker_BL | speaker_BR,
mapping_5POINT1_surround = speaker_FL | speaker_FR | speaker_FC | speaker_LFE | speaker_SL | speaker_SR,
mapping_7POINT0 = speaker_FL | speaker_FR | speaker_FC | speaker_LFE | speaker_BC | speaker_FLC | speaker_FRC,
mapping_7POINT1 = speaker_FL | speaker_FR | speaker_FC | speaker_LFE | speaker_BL | speaker_BR | speaker_FLC | speaker_FRC,
mapping_7POINT1_surround = speaker_FL | speaker_FR | speaker_FC | speaker_LFE | speaker_BL | speaker_BR | speaker_SL | speaker_SR,
} mapping_t;
typedef struct {
int config_set; /* some of the mods below are set */
/* modifiers */
int play_forever;
int ignore_loop;
int force_loop;
int really_force_loop;
int ignore_fade;
/* processing */
double loop_count;
int32_t pad_begin;
int32_t trim_begin;
int32_t body_time;
int32_t trim_end;
double fade_delay; /* not in samples for backwards compatibility */
double fade_time;
int32_t pad_end;
double pad_begin_s;
double trim_begin_s;
double body_time_s;
double trim_end_s;
//double fade_delay_s;
//double fade_time_s;
double pad_end_s;
/* internal flags */
int pad_begin_set;
int trim_begin_set;
int body_time_set;
int loop_count_set;
int trim_end_set;
int fade_delay_set;
int fade_time_set;
int pad_end_set;
/* for lack of a better place... */
int is_txtp;
int is_mini_txtp;
} play_config_t;
typedef struct {
int input_channels;
int output_channels;
int32_t pad_begin_duration;
int32_t pad_begin_left;
int32_t trim_begin_duration;
int32_t trim_begin_left;
int32_t body_duration;
int32_t fade_duration;
int32_t fade_left;
int32_t fade_start;
int32_t pad_end_duration;
//int32_t pad_end_left;
int32_t pad_end_start;
int32_t play_duration; /* total samples that the stream lasts (after applying all config) */
int32_t play_position; /* absolute sample where stream is */
} play_state_t;
/* info for a single vgmstream channel */
typedef struct {
STREAMFILE* streamfile; /* file used by this channel */
off_t channel_start_offset; /* where data for this channel begins */
off_t offset; /* current location in the file */
off_t frame_header_offset; /* offset of the current frame header (for WS) */
int samples_left_in_frame; /* for WS */
/* format specific */
/* adpcm */
int16_t adpcm_coef[16]; /* formats with decode coefficients built in (DSP, some ADX) */
int32_t adpcm_coef_3by32[0x60]; /* Level-5 0x555 */
int16_t vadpcm_coefs[8*2*8]; /* VADPCM: max 8 groups * max 2 order * fixed 8 subframe coefs */
union {
int16_t adpcm_history1_16; /* previous sample */
int32_t adpcm_history1_32;
};
union {
int16_t adpcm_history2_16; /* previous previous sample */
int32_t adpcm_history2_32;
};
union {
int16_t adpcm_history3_16;
int32_t adpcm_history3_32;
};
union {
int16_t adpcm_history4_16;
int32_t adpcm_history4_32;
};
//double adpcm_history1_double;
//double adpcm_history2_double;
int adpcm_step_index; /* for IMA */
int adpcm_scale; /* for MS ADPCM */
/* state for G.721 decoder, sort of big but we might as well keep it around */
struct g72x_state g72x_state;
/* ADX encryption */
int adx_channels;
uint16_t adx_xor;
uint16_t adx_mult;
uint16_t adx_add;
} VGMSTREAMCHANNEL;
/* main vgmstream info */
typedef struct {
/* basic config */
int32_t num_samples; /* the actual max number of samples */
int32_t sample_rate; /* sample rate in Hz */
int channels; /* number of channels */
coding_t coding_type; /* type of encoding */
layout_t layout_type; /* type of layout */
meta_t meta_type; /* type of metadata */
/* loopin config */
int loop_flag; /* is this stream looped? */
int32_t loop_start_sample; /* first sample of the loop (included in the loop) */
int32_t loop_end_sample; /* last sample of the loop (not included in the loop) */
/* layouts/block config */
size_t interleave_block_size; /* interleave, or block/frame size (depending on the codec) */
size_t interleave_first_block_size; /* different interleave for first block */
size_t interleave_first_skip; /* data skipped before interleave first (needed to skip other channels) */
size_t interleave_last_block_size; /* smaller interleave for last block */
size_t frame_size; /* for codecs with configurable size */
/* subsong config */
int num_streams; /* for multi-stream formats (0=not set/one stream, 1=one stream) */
int stream_index; /* selected subsong (also 1-based) */
size_t stream_size; /* info to properly calculate bitrate in case of subsongs */
char stream_name[STREAM_NAME_SIZE]; /* name of the current stream (info), if the file stores it and it's filled */
/* mapping config (info for plugins) */
uint32_t channel_layout; /* order: FL FR FC LFE BL BR FLC FRC BC SL SR etc (WAVEFORMATEX flags where FL=lowest bit set) */
/* other config */
int allow_dual_stereo; /* search for dual stereo (file_L.ext + file_R.ext = single stereo file) */
/* layout/block state */
size_t full_block_size; /* actual data size of an entire block (ie. may be fixed, include padding/headers, etc) */
int32_t current_sample; /* sample point within the file (for loop detection) */
int32_t samples_into_block; /* number of samples into the current block/interleave/segment/etc */
off_t current_block_offset; /* start of this block (offset of block header) */
size_t current_block_size; /* size in usable bytes of the block we're in now (used to calculate num_samples per block) */
int32_t current_block_samples; /* size in samples of the block we're in now (used over current_block_size if possible) */
off_t next_block_offset; /* offset of header of the next block */
/* loop state (saved when loop is hit to restore later) */
int32_t loop_current_sample; /* saved from current_sample (same as loop_start_sample, but more state-like) */
int32_t loop_samples_into_block;/* saved from samples_into_block */
off_t loop_block_offset; /* saved from current_block_offset */
size_t loop_block_size; /* saved from current_block_size */
int32_t loop_block_samples; /* saved from current_block_samples */
off_t loop_next_block_offset; /* saved from next_block_offset */
int hit_loop; /* save config when loop is hit, but first time only */
/* decoder config/state */
int codec_endian; /* little/big endian marker; name is left vague but usually means big endian */
int codec_config; /* flags for codecs or layouts with minor variations; meaning is up to them */
int32_t ws_output_size; /* WS ADPCM: output bytes for this block */
/* main state */
VGMSTREAMCHANNEL* ch; /* array of channels */
VGMSTREAMCHANNEL* start_ch; /* shallow copy of channels as they were at the beginning of the stream (for resets) */
VGMSTREAMCHANNEL* loop_ch; /* shallow copy of channels as they were at the loop point (for loops) */
void* start_vgmstream; /* shallow copy of the VGMSTREAM as it was at the beginning of the stream (for resets) */
void* mixing_data; /* state for mixing effects */
/* Optional data the codec needs for the whole stream. This is for codecs too
* different from vgmstream's structure to be reasonably shoehorned.
* Note also that support must be added for resetting, looping and
* closing for every codec that uses this, as it will not be handled. */
void* codec_data;
/* Same, for special layouts. layout_data + codec_data may exist at the same time. */
void* layout_data;
/* play config/state */
int config_enabled; /* config can be used */
play_config_t config; /* player config (applied over decoding) */
play_state_t pstate; /* player state (applied over decoding) */
int loop_count; /* counter of complete loops (1=looped once) */
int loop_target; /* max loops before continuing with the stream end (loops forever if not set) */
sample_t* tmpbuf; /* garbage buffer used for seeking/trimming */
size_t tmpbuf_size; /* for all channels (samples = tmpbuf_size / channels) */
} VGMSTREAM;
/* for files made of "continuous" segments, one per section of a song (using a complete sub-VGMSTREAM) */
typedef struct {
int segment_count;
VGMSTREAM** segments;
int current_segment;
sample_t* buffer;
int input_channels; /* internal buffer channels */
int output_channels; /* resulting channels (after mixing, if applied) */
int mixed_channels; /* segments have different number of channels */
} segmented_layout_data;
/* for files made of "parallel" layers, one per group of channels (using a complete sub-VGMSTREAM) */
typedef struct {
int layer_count;
VGMSTREAM** layers;
sample_t* buffer;
int input_channels; /* internal buffer channels */
int output_channels; /* resulting channels (after mixing, if applied) */
int external_looping; /* don't loop using per-layer loops, but layout's own looping */
} layered_layout_data;
/* libacm interface */
typedef struct {
STREAMFILE* streamfile;
void* handle;
void* io_config;
} acm_codec_data;
#if defined(VGM_USE_MP4V2) && defined(VGM_USE_FDKAAC)
typedef struct {
STREAMFILE* streamfile;
uint64_t start;
uint64_t offset;
uint64_t size;
} mp4_streamfile;
typedef struct {
mp4_streamfile if_file;
MP4FileHandle h_mp4file;
MP4TrackId track_id;
unsigned long sampleId, numSamples;
UINT codec_init_data_size;
HANDLE_AACDECODER h_aacdecoder;
unsigned int sample_ptr, samples_per_frame, samples_discard;
INT_PCM sample_buffer[( (6) * (2048)*4 )];
} mp4_aac_codec_data;
#endif
// VGMStream description in structure format
typedef struct {
int sample_rate;
int channels;
struct mixing_info {
int input_channels;
int output_channels;
} mixing_info;
int channel_layout;
struct loop_info {
int start;
int end;
} loop_info;
size_t num_samples;
char encoding[128];
char layout[128];
struct interleave_info {
int value;
int first_block;
int last_block;
} interleave_info;
int frame_size;
char metadata[128];
int bitrate;
struct stream_info {
int current;
int total;
char name[128];
} stream_info;
} vgmstream_info;
/* -------------------------------------------------------------------------*/
/* vgmstream "public" API */
/* -------------------------------------------------------------------------*/
/* do format detection, return pointer to a usable VGMSTREAM, or NULL on failure */
VGMSTREAM* init_vgmstream(const char* const filename);
/* init with custom IO via streamfile */
VGMSTREAM* init_vgmstream_from_STREAMFILE(STREAMFILE* sf);
/* reset a VGMSTREAM to start of stream */
void reset_vgmstream(VGMSTREAM* vgmstream);
/* close an open vgmstream */
void close_vgmstream(VGMSTREAM* vgmstream);
/* calculate the number of samples to be played based on looping parameters */
int32_t get_vgmstream_play_samples(double looptimes, double fadeseconds, double fadedelayseconds, VGMSTREAM* vgmstream);
/* Decode data into sample buffer. Returns < sample_count on stream end */
int render_vgmstream(sample_t* buffer, int32_t sample_count, VGMSTREAM* vgmstream);
/* Seek to sample position (next render starts from that point). Use only after config is set (vgmstream_apply_config) */
void seek_vgmstream(VGMSTREAM* vgmstream, int32_t seek_sample);
/* Write a description of the stream into array pointed by desc, which must be length bytes long.
* Will always be null-terminated if length > 0 */
void describe_vgmstream(VGMSTREAM* vgmstream, char* desc, int length);
void describe_vgmstream_info(VGMSTREAM* vgmstream, vgmstream_info* desc);
/* Return the average bitrate in bps of all unique files contained within this stream. */
int get_vgmstream_average_bitrate(VGMSTREAM* vgmstream);
/* List supported formats and return elements in the list, for plugins that need to know.
* The list disables some common formats that may conflict (.wav, .ogg, etc). */
const char** vgmstream_get_formats(size_t* size);
/* same, but for common-but-disabled formats in the above list. */
const char** vgmstream_get_common_formats(size_t* size);
/* Force enable/disable internal looping. Should be done before playing anything (or after reset),
* and not all codecs support arbitrary loop values ATM. */
void vgmstream_force_loop(VGMSTREAM* vgmstream, int loop_flag, int loop_start_sample, int loop_end_sample);
/* Set number of max loops to do, then play up to stream end (for songs with proper endings) */
void vgmstream_set_loop_target(VGMSTREAM* vgmstream, int loop_target);
/* Return 1 if vgmstream detects from the filename that said file can be used even if doesn't physically exist */
int vgmstream_is_virtual_filename(const char* filename);
/* -------------------------------------------------------------------------*/
/* vgmstream "private" API */
/* -------------------------------------------------------------------------*/
/* Allocate initial memory for the VGMSTREAM */
VGMSTREAM* allocate_vgmstream(int channel_count, int looped);
/* Prepare the VGMSTREAM's initial state once parsed and ready, but before playing. */
void setup_vgmstream(VGMSTREAM* vgmstream);
/* Open the stream for reading at offset (taking into account layouts, channels and so on).
* Returns 0 on failure */
int vgmstream_open_stream(VGMSTREAM* vgmstream, STREAMFILE* sf, off_t start_offset);
int vgmstream_open_stream_bf(VGMSTREAM* vgmstream, STREAMFILE* sf, off_t start_offset, int force_multibuffer);
/* Get description info */
void get_vgmstream_coding_description(VGMSTREAM* vgmstream, char* out, size_t out_size);
void get_vgmstream_layout_description(VGMSTREAM* vgmstream, char* out, size_t out_size);
void get_vgmstream_meta_description(VGMSTREAM* vgmstream, char* out, size_t out_size);
void setup_state_vgmstream(VGMSTREAM* vgmstream);
#endif