mm/include/audio/soundfont.h

112 lines
4.4 KiB
C

#ifndef AUDIO_SOUNDFONT_H
#define AUDIO_SOUNDFONT_H
#include "PR/ultratypes.h"
struct EnvelopePoint;
typedef struct AdpcmLoopHeader {
/* 0x00 */ u32 start;
/* 0x04 */ u32 loopEnd; // s16 sample position where the loop ends
/* 0x08 */ u32 count; // The number of times the loop is played before the sound completes. Setting count to -1 indicates that the loop should play indefinitely.
/* 0x0C */ u32 sampleEnd; // total number of s16-samples in the sample audio clip
} AdpcmLoopHeader; // size = 0x10
typedef struct AdpcmLoop {
/* 0x00 */ AdpcmLoopHeader header;
/* 0x10 */ s16 predictorState[16]; // only exists if count != 0. 8-byte aligned
} AdpcmLoop; // size = 0x30 (or 0x10)
typedef struct AdpcmBookHeader {
/* 0x0 */ s32 order;
/* 0x4 */ s32 numPredictors;
} AdpcmBookHeader; // size = 0x8
/**
* A table of prediction coefficients that the coder selects from to optimize sound quality.
*
* The procedure used to design the codeBook is based on an adaptive clustering algorithm.
* The size of the codeBook is (8 * order * numPredictors) and is 8-byte aligned
*/
typedef struct AdpcmBook {
/* 0x0 */ AdpcmBookHeader header;
/* 0x8 */ s16 codeBook[1];
} AdpcmBook; // size >= 0x8
typedef enum SampleCodec {
/* 0 */ CODEC_ADPCM, // 16 2-byte samples (32 bytes) compressed into 4-bit samples (8 bytes) + 1 header byte
/* 1 */ CODEC_S8, // 16 2-byte samples (32 bytes) compressed into 8-bit samples (16 bytes)
/* 2 */ CODEC_S16_INMEMORY,
/* 3 */ CODEC_SMALL_ADPCM, // 16 2-byte samples (32 bytes) compressed into 2-bit samples (4 bytes) + 1 header byte
/* 4 */ CODEC_REVERB,
/* 5 */ CODEC_S16,
/* 6 */ CODEC_UNK6,
/* 7 */ CODEC_UNK7 // processed as uncompressed samples
} SampleCodec;
typedef enum SampleMedium {
/* 0 */ MEDIUM_RAM,
/* 1 */ MEDIUM_UNK,
/* 2 */ MEDIUM_CART,
/* 3 */ MEDIUM_DISK_DRIVE,
/* 5 */ MEDIUM_RAM_UNLOADED = 5
} SampleMedium;
typedef struct Sample {
/* 0x0 */ u32 unk_0 : 1;
/* 0x0 */ u32 codec : 3; // The state of compression or decompression, See `SampleCodec`
/* 0x0 */ u32 medium : 2; // Medium where sample is currently stored. See `SampleMedium`
/* 0x0 */ u32 unk_bit26 : 1;
/* 0x0 */ u32 isRelocated : 1; // Has the sample header been relocated (offsets to pointers)
/* 0x1 */ u32 size : 24; // Size of the sample
/* 0x4 */ u8* sampleAddr; // Raw sample data. Offset from the start of the sample bank or absolute address to either rom or ram
/* 0x8 */ AdpcmLoop* loop; // Adpcm loop parameters used by the sample. Offset from the start of the sound font / pointer to ram
/* 0xC */ AdpcmBook* book; // Adpcm book parameters used by the sample. Offset from the start of the sound font / pointer to ram
} Sample; // size = 0x10
typedef struct TunedSample {
/* 0x0 */ Sample* sample;
/* 0x4 */ f32 tuning; // frequency scale factor
} TunedSample; // size = 0x8
/**
* Stores an entry of decompressed samples in a reverb ring buffer.
* By storing the sample in a ring buffer, the time it takes to loop
* around back to the same sample acts as a delay, leading to an echo effect.
*/
typedef struct Instrument {
/* 0x00 */ u8 isRelocated; // have the envelope and all samples been relocated (offsets to pointers)
/* 0x01 */ u8 normalRangeLo;
/* 0x02 */ u8 normalRangeHi;
/* 0x03 */ u8 adsrDecayIndex; // index used to obtain adsr decay rate from adsrDecayTable
/* 0x04 */ struct EnvelopePoint* envelope;
/* 0x08 */ TunedSample lowPitchTunedSample;
/* 0x10 */ TunedSample normalPitchTunedSample;
/* 0x18 */ TunedSample highPitchTunedSample;
} Instrument; // size = 0x20
typedef struct Drum {
/* 0x0 */ u8 adsrDecayIndex; // index used to obtain adsr decay rate from adsrDecayTable
/* 0x1 */ u8 pan;
/* 0x2 */ u8 isRelocated; // have tunedSample.sample and envelope been relocated (offsets to pointers)
/* 0x4 */ TunedSample tunedSample;
/* 0xC */ struct EnvelopePoint* envelope;
} Drum; // size = 0x10
typedef struct SoundEffect {
/* 0x0 */ TunedSample tunedSample;
} SoundEffect; // size = 0x8
typedef struct SoundFont {
/* 0x00 */ u8 numInstruments;
/* 0x01 */ u8 numDrums;
/* 0x02 */ u8 sampleBankId1;
/* 0x03 */ u8 sampleBankId2;
/* 0x04 */ u16 numSfx;
/* 0x08 */ Instrument** instruments;
/* 0x0C */ Drum** drums;
/* 0x10 */ SoundEffect* soundEffects;
} SoundFont; // size = 0x14
#endif