Fixed generating of audio for stream for AwcAudio

This commit is contained in:
kolardavid 2018-01-10 06:49:43 +01:00
parent 79a0fecde7
commit 31b49d2df3

View File

@ -414,9 +414,9 @@ namespace CodeWalker.GameFiles
[TC(typeof(EXP))] public class AwcFormatChunk
{
public uint Samples { get; set; }
public int UnkMinusOne { get; set; }
public int LoopPoint { get; set; }
public ushort SamplesPerSecond { get; set; }
public ushort Unk1 { get; set; }
public short Headroom { get; set; }
public ushort Unk2 { get; set; }
public ushort Unk3 { get; set; }
public ushort Unk4 { get; set; }
@ -426,9 +426,9 @@ namespace CodeWalker.GameFiles
public AwcFormatChunk(DataReader r)
{
Samples = r.ReadUInt32();
UnkMinusOne = r.ReadInt32();
LoopPoint = r.ReadInt32();
SamplesPerSecond = r.ReadUInt16();
Unk1 = r.ReadUInt16();
Headroom = r.ReadInt16();
Unk2 = r.ReadUInt16();
Unk3 = r.ReadUInt16();
Unk4 = r.ReadUInt16();
@ -443,7 +443,7 @@ namespace CodeWalker.GameFiles
public override string ToString()
{
return Unk1.ToString() + ", " + Unk6.ToString() + ": " + Samples.ToString() + " samples, " + SamplesPerSecond.ToString() + " samples/sec";
return Headroom.ToString() + ", " + Unk6.ToString() + ": " + Samples.ToString() + " samples, " + SamplesPerSecond.ToString() + " samples/sec";
}
}
@ -503,14 +503,20 @@ namespace CodeWalker.GameFiles
return fmt + ((hz > 0) ? (", " + hz.ToString() + " Hz") : "");
}
}
public float Length
{
get
{
return Format == null ? 0 : (float)Format.Samples / Format.SamplesPerSecond;
}
}
public string LengthStr
{
get
{
if (Format == null) return "0:00";
float sec = (float)Format.Samples / Format.SamplesPerSecond;
TimeSpan ts = TimeSpan.FromSeconds(sec);
return ts.ToString("m\\:ss");
return TimeSpan.FromSeconds(Length).ToString("m\\:ss");
}
}
@ -534,8 +540,8 @@ namespace CodeWalker.GameFiles
public Stream GetWavStream()
{
MemoryStream ms = new MemoryStream();
BinaryWriter w = new BinaryWriter(ms);
MemoryStream stream = new MemoryStream();
BinaryWriter w = new BinaryWriter(stream);
//see http://icculus.org/SDL_sound/downloads/external_documentation/wavecomp.htm
@ -543,70 +549,38 @@ namespace CodeWalker.GameFiles
//see https://msdn.microsoft.com/en-us/library/windows/desktop/ff538799(v=vs.85).aspx
int sampleCount = SampleCount;
int samplesPerSec = SamplesPerSecond;
//short sampleSize = (short)((BitsPerSample / 8) * Channels);//2
//int avgBytesPerSec = sampleSize * samplesPerSec;
short blockAlign = 512;
short samplesPerBlock = (short)((((blockAlign - (7 * Channels)) * 8) / (BitsPerSample * Channels)) + 2);
int avgBytesPerSec = ((samplesPerSec / samplesPerBlock) * blockAlign);
Channels = 1;
BitsPerSample = 16;
int byteRate = samplesPerSec * Channels * BitsPerSample / 8;
short blockAlign = (short)(Channels * BitsPerSample / 8);
w.Write("RIFF".ToCharArray());
w.Write(0); //file size written later...
w.Write("WAVE".ToCharArray());
w.Write("fmt ".ToCharArray());
w.Write(50); //(PCM:16) //header size
w.Write((short)2); //pcm format tag 1=PCM, 2=ADPCM
w.Write(Channels);
w.Write(samplesPerSec);
w.Write(avgBytesPerSec);
w.Write(blockAlign);// sampleSize);
w.Write(BitsPerSample);
w.Write((short)32);//extra byte count for WAVEFORMATEX
// RIFF chunk
var fileSize = 4 + 24 + 8 + Data.Length;
w.Write("RIFF".ToCharArray()); // 0x00 - "RIFF" magic
w.Write(fileSize); // 0x04 - file size
w.Write("WAVE".ToCharArray()); // 0x08 - "WAVE" magic
w.Write(samplesPerBlock);
w.Write((short)7);//num coefficients
w.Write((short)256); //coeff 0
w.Write((short)0);
w.Write((short)512); //coeff 1
w.Write((short)-256);
w.Write((short)0); //coeff 2
w.Write((short)0);
w.Write((short)192); //coeff 3
w.Write((short)64);
w.Write((short)240); //coeff 4
w.Write((short)0);
w.Write((short)460); //coeff 5
w.Write((short)-208);
w.Write((short)392); //coeff 6
w.Write((short)-232);
// fmt sub-chunk
w.Write("fmt ".ToCharArray()); // 0x0C - "fmt " magic
w.Write(16); // 0x10 - header size (16 bytes)
w.Write((short)1); // 0x14 - audio format (1=PCM)
w.Write(Channels); // 0x16 - number of channels
w.Write(samplesPerSec); // 0x18
w.Write(byteRate); // 0x1C
w.Write(blockAlign);// sampleSize); // 0x20
w.Write(BitsPerSample); // 0x22
// data sub-chunk
w.Write("data".ToCharArray());
w.Write(0); //data size written later...
if (sampleCount != 0)
{
//var sc = sampleCount * sampleSize;
var datalen = Data.Length;
w.Write(Data.Length);
w.Write(Data);
}
else
{
w.Write(Data);
}
ms.Position = 4;
w.Write((int)ms.Length - 8);
ms.Position = 74;// 40;
w.Write((int)ms.Length - 78);// 44);
w.Flush();
ms.Position = 0;
return ms;
stream.Position = 0;
return stream;
}