jak-project/common/audio/audio_formats.h
Tyler Wilding 0a7caf1d10
decomp: handle dumping jak 2 VAG file assets (#2969)
There are potentially still some minor issues with the resulting files.
Some of them appear to have minor artifacts that playing through the
actual game do not -- but this is a much better starting point for
someone to iterate from if they are interested in improving things.
2023-09-09 10:33:41 -04:00

40 lines
914 B
C++

#pragma once
#include <string>
#include <vector>
#include "common/common_types.h"
#include "common/util/BinaryReader.h"
#include "common/util/FileUtil.h"
// The header data for a simple wave file
struct WaveFileHeader {
// wave file header
char chunk_id[4];
s32 chunk_size;
char format[4];
// format chunk
char subchunk1_id[4];
s32 subchunk1_size;
s16 aud_format;
s16 num_channels;
s32 sample_rate;
s32 byte_rate;
s16 block_align;
s16 bits_per_sample;
// data chunk
char subchunk2_id[4];
s32 subchunk2_size;
};
void write_wave_file(const std::vector<s16>& left_samples,
const std::vector<s16>& right_samples,
s32 sample_rate,
const fs::path& name);
std::pair<std::vector<s16>, std::vector<s16>> decode_adpcm(BinaryReader& reader, const bool mono);
std::vector<u8> encode_adpcm(const std::vector<s16>& samples);