[WIP] Audio codec probe/detection + CLI audio-info + viewer audio panel
Snapshot of local WIP before rebasing onto the movie/voice remote work. - audio.rs: AudioCodec enum, AudioInfo::probe (RIFF/WAVE parse, raw-XMA2 Shannon-entropy heuristic looks_like_raw_xma2), from_wav, riff_data_span. - cli/main.rs: `audio-info` subcommand (cmd_audio_info). - viewer ui.rs/iso_loader.rs: draw_audio_detail panel wiring. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -1,85 +1,405 @@
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//! Audio format parsing — XMA and XWB handling.
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//! Audio format parsing — WAV/PCM decode + Xbox 360 XMA/XMA2 recognition.
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//!
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//! Xbox 360 games use **XMA** (Xbox Media Audio) as their primary audio codec.
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//! XMA is a proprietary Microsoft codec derived from WMA Pro.
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//! ## What the game actually ships
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//! Project Sylpheed's in-game audio lives in `dat/sound.pak` (IPFB): ~9500
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//! entries of **raw, header-less XMA2** stream data — no per-entry `RIFF`/`fmt `
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//! header, no compression wrapper (identical sound effects are byte-for-byte
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//! duplicate entries). The per-stream format (channel count, sample rate, loop
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//! points) is therefore **not** in the stream data; it lives in a separate
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//! sound-bank descriptor that has not been reverse engineered yet. So this
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//! module can *identify* those streams (and count their XMA packets) but cannot
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//! yet decode them to PCM — that needs (a) the bank descriptor and (b) an XMA2
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//! decoder.
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//!
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//! ## The Challenge
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//! XMA decoding requires Microsoft's proprietary XMA decoder, which is only
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//! available in the Windows DirectX runtime. There are two approaches:
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//! ## What this module does today
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//! - Fully parses **RIFF/WAVE PCM** (8/16/24-bit int, 32-bit float) → `GameAudio`
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//! (interleaved `f32`), ready for playback/export of any converted audio.
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//! - Reads metadata from **RIFF/WAVE XMA (`0x0165`) / XMA2 (`0x0166`)** headers
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//! (channels, sample rate) — decode still unsupported.
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//! - Recognizes **raw XMA2** stream blobs by entropy + packet alignment and
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//! reports the 2048-byte packet count.
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//!
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//! ### Option A: Convert on extraction (recommended for Milestone 1)
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//! Use `xma2encode.exe` (from Xbox 360 SDK) or `ffmpeg` (has partial XMA support)
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//! to pre-convert all audio to OGG/WAV during the extraction step.
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//!
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//! ```bash
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//! # Convert a single XMA file to WAV using ffmpeg
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//! ffmpeg -i audio.xma output.wav
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//!
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//! # Or use VGMStream's test.exe for more accurate XMA decoding
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//! ```
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//!
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//! ### Option B: XMA2 software decoder
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//! The `xma2dec` project provides an open-source XMA2 decoder.
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//! GitHub: https://github.com/koolkdev/xmalib (research-quality)
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//!
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//! ### XWB Wave Bank format
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//! Xbox 360 games typically bundle audio into XWB (Xbox Wave Bank) files.
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//! These are containers that hold multiple XMA streams.
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//! Reference: https://github.com/microsoft/DirectXTK/tree/main/Audio
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//! XMA framing constants are from xenia-canary `src/xenia/apu/xma_context.h`
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//! (`kBytesPerPacket = 2048`, `kSamplesPerFrame = 512`, `kBytesPerSample = 2`).
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use thiserror::Error;
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// XMA framing (xenia-canary xma_context.h).
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/// One XMA2 packet is 2048 bytes (4-byte header + 2044 bytes of frame data).
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pub const XMA_BYTES_PER_PACKET: usize = 2048;
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/// Decoded PCM samples produced per XMA frame, per channel.
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pub const XMA_SAMPLES_PER_FRAME: u32 = 512;
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// WAVE format tags.
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const WAVE_FORMAT_PCM: u16 = 0x0001;
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const WAVE_FORMAT_IEEE_FLOAT: u16 = 0x0003;
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const WAVE_FORMAT_EXTENSIBLE: u16 = 0xFFFE;
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const WAVE_FORMAT_XMA: u16 = 0x0165;
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const WAVE_FORMAT_XMA2: u16 = 0x0166;
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#[derive(Debug, Error)]
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pub enum AudioError {
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#[error("Unknown audio format magic: {0:?}")]
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UnknownMagic([u8; 4]),
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#[error("XMA decoding requires pre-conversion. See audio.rs for instructions.")]
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XmaNotSupported,
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#[error("Parse error: {0}")]
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Parse(String),
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#[error("not a recognized audio container")]
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Unrecognized,
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#[error("malformed audio: {0}")]
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Malformed(&'static str),
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#[error("codec needs a decoder this crate does not provide: {0:?}")]
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NeedsDecoder(AudioCodec),
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#[error("unsupported PCM sample format: tag {tag:#06x}, {bits} bits")]
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UnsupportedPcm { tag: u16, bits: u16 },
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}
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/// An audio clip decoded to raw PCM, ready for Bevy's audio system.
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/// Recognized audio container / codec.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum AudioCodec {
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/// RIFF/WAVE integer PCM (`WAVE_FORMAT_PCM`).
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Pcm,
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/// RIFF/WAVE IEEE-float PCM (`WAVE_FORMAT_IEEE_FLOAT`).
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PcmFloat,
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/// RIFF/WAVE XMA (`0x0165`).
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Xma,
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/// RIFF/WAVE XMA2 (`0x0166`).
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Xma2,
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/// Header-less XMA2 stream (the game's `sound.pak` entries), identified
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/// heuristically — no embedded channel/rate metadata.
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RawXma2,
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Unknown,
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}
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impl AudioCodec {
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/// Does decoding this codec require support this crate does not (yet) have?
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pub fn needs_decoder(&self) -> bool {
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matches!(self, Self::Xma | Self::Xma2 | Self::RawXma2)
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}
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pub fn label(&self) -> &'static str {
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match self {
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Self::Pcm => "PCM",
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Self::PcmFloat => "PCM float",
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Self::Xma => "XMA (RIFF)",
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Self::Xma2 => "XMA2 (RIFF)",
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Self::RawXma2 => "XMA2 (raw stream)",
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Self::Unknown => "unknown",
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}
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}
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}
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/// Non-decoding metadata describing an audio blob.
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#[derive(Debug, Clone)]
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pub struct AudioInfo {
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pub codec: AudioCodec,
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pub channels: Option<u16>,
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pub sample_rate: Option<u32>,
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pub bits_per_sample: Option<u16>,
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/// PCM samples per channel, when derivable (WAV only).
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pub samples_per_channel: Option<u64>,
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pub duration_secs: Option<f32>,
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pub size_bytes: usize,
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/// 2048-byte XMA packet count, for XMA/raw-XMA streams.
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pub xma_packets: Option<u32>,
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}
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impl AudioInfo {
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fn empty(codec: AudioCodec, size: usize) -> Self {
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Self {
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codec,
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channels: None,
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sample_rate: None,
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bits_per_sample: None,
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samples_per_channel: None,
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duration_secs: None,
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size_bytes: size,
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xma_packets: None,
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}
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}
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/// Best-effort classification of an audio blob. Never fails: unrecognized
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/// input yields [`AudioCodec::Unknown`].
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///
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/// Order matters: a `RIFF/WAVE` header is authoritative; only header-less,
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/// high-entropy, packet-sized blobs fall through to the raw-XMA2 heuristic.
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pub fn probe(bytes: &[u8]) -> Self {
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if let Some(info) = parse_riff_wave(bytes) {
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return info;
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}
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if looks_like_raw_xma2(bytes) {
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let mut info = Self::empty(AudioCodec::RawXma2, bytes.len());
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info.xma_packets = Some(bytes.len().div_ceil(XMA_BYTES_PER_PACKET) as u32);
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return info;
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}
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Self::empty(AudioCodec::Unknown, bytes.len())
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}
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}
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/// True when `bytes` is likely a raw, header-less XMA2 stream: no known audio
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/// magic, but a large, near-incompressible (high-entropy) payload — the shape
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/// of the game's `sound.pak` audio entries. Heuristic: not conclusive, but the
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/// probe runs only after every structured format has been ruled out.
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pub fn looks_like_raw_xma2(bytes: &[u8]) -> bool {
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// XMA streams are always at least a couple of packets long.
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if bytes.len() < XMA_BYTES_PER_PACKET * 2 {
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return false;
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}
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if bytes.starts_with(b"RIFF") || bytes.starts_with(b"XMA2") {
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return false; // handled by the RIFF path
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}
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shannon_entropy_bits(&bytes[..bytes.len().min(64 * 1024)]) >= 7.8
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}
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/// Shannon entropy in bits/byte over `data` (0.0..=8.0). Compressed audio sits
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/// very close to 8; structured/text data is much lower.
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fn shannon_entropy_bits(data: &[u8]) -> f64 {
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if data.is_empty() {
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return 0.0;
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}
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let mut counts = [0u32; 256];
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for &b in data {
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counts[b as usize] += 1;
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}
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let n = data.len() as f64;
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counts
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.iter()
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.filter(|&&c| c > 0)
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.map(|&c| {
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let p = c as f64 / n;
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-p * p.log2()
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})
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.sum()
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}
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// ── RIFF/WAVE ──────────────────────────────────────────────────────────────────
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/// Parse a RIFF/WAVE header for metadata. Returns `None` if `bytes` is not a
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/// `RIFF....WAVE` container. All RIFF fields are little-endian.
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fn parse_riff_wave(bytes: &[u8]) -> Option<AudioInfo> {
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if bytes.len() < 12 || &bytes[..4] != b"RIFF" || &bytes[8..12] != b"WAVE" {
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return None;
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}
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let le16 = |o: usize| u16::from_le_bytes([bytes[o], bytes[o + 1]]);
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let le32 =
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|o: usize| u32::from_le_bytes([bytes[o], bytes[o + 1], bytes[o + 2], bytes[o + 3]]);
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let mut pos = 12;
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let (mut tag, mut channels, mut rate, mut bits) = (0u16, 0u16, 0u32, 0u16);
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let mut data_bytes: Option<u64> = None;
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let mut have_fmt = false;
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while pos + 8 <= bytes.len() {
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let id = &bytes[pos..pos + 4];
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let size = le32(pos + 4) as usize;
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let body = pos + 8;
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match id {
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b"fmt " if body + 16 <= bytes.len() => {
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tag = le16(body);
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channels = le16(body + 2);
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rate = le32(body + 4);
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bits = le16(body + 14);
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// WAVE_FORMAT_EXTENSIBLE stores the real tag in the GUID's first
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// two bytes, right after cbSize (+2) → +24 from the fmt body.
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if tag == WAVE_FORMAT_EXTENSIBLE && body + 26 <= bytes.len() {
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tag = le16(body + 24);
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}
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have_fmt = true;
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}
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b"data" => data_bytes = Some(size as u64),
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_ => {}
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}
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// Chunks are word-aligned (pad byte when size is odd).
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pos = body + size + (size & 1);
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}
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if !have_fmt {
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return None;
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}
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let codec = match tag {
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WAVE_FORMAT_PCM => AudioCodec::Pcm,
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WAVE_FORMAT_IEEE_FLOAT => AudioCodec::PcmFloat,
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WAVE_FORMAT_XMA => AudioCodec::Xma,
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WAVE_FORMAT_XMA2 => AudioCodec::Xma2,
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_ => AudioCodec::Unknown,
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};
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let mut info = AudioInfo::empty(codec, bytes.len());
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info.channels = Some(channels).filter(|&c| c > 0);
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info.sample_rate = Some(rate).filter(|&r| r > 0);
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info.bits_per_sample = Some(bits).filter(|&b| b > 0);
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match codec {
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AudioCodec::Pcm | AudioCodec::PcmFloat => {
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if let (Some(d), true) = (data_bytes, channels > 0 && bits > 0) {
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let frame = channels as u64 * (bits as u64 / 8);
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if frame > 0 {
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let spc = d / frame;
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info.samples_per_channel = Some(spc);
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if rate > 0 {
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info.duration_secs = Some(spc as f32 / rate as f32);
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}
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}
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}
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}
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AudioCodec::Xma | AudioCodec::Xma2 => {
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if let Some(d) = data_bytes {
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info.xma_packets = Some((d / XMA_BYTES_PER_PACKET as u64) as u32);
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}
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}
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_ => {}
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}
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Some(info)
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}
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// ── PCM decode → GameAudio ─────────────────────────────────────────────────────
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/// An audio clip decoded to raw interleaved `f32` PCM (`L R L R …`).
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#[derive(Debug, Clone)]
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pub struct GameAudio {
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/// Raw PCM samples (interleaved for stereo: L R L R ...)
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pub samples: Vec<f32>,
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pub channels: u16,
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pub sample_rate: u32,
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}
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impl GameAudio {
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/// Parse audio from raw bytes.
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///
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/// Currently only WAV/PCM is supported. For XMA files, pre-convert using:
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/// `ffmpeg -i file.xma file.wav`
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pub fn from_bytes(bytes: &[u8]) -> Result<Self, AudioError> {
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// Check for WAV magic
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if bytes.len() >= 4 && &bytes[..4] == b"RIFF" {
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return Self::from_wav(bytes);
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/// Decode a RIFF/WAVE **PCM** file (int 8/16/24-bit or 32-bit float) to
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/// interleaved `f32`. XMA/XMA2 return [`AudioError::NeedsDecoder`].
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pub fn from_wav(bytes: &[u8]) -> Result<Self, AudioError> {
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let info = parse_riff_wave(bytes).ok_or(AudioError::Unrecognized)?;
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if info.codec.needs_decoder() {
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return Err(AudioError::NeedsDecoder(info.codec));
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}
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let channels = info.channels.ok_or(AudioError::Malformed("no channels"))?;
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let rate = info.sample_rate.ok_or(AudioError::Malformed("no sample rate"))?;
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let bits = info.bits_per_sample.ok_or(AudioError::Malformed("no bit depth"))?;
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// XMA magic bytes
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if bytes.len() >= 4 && (
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&bytes[..4] == b"XWB\0" || // Wave bank
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&bytes[..4] == b"XMA2" // Raw XMA2
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) {
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return Err(AudioError::XmaNotSupported);
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}
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// Locate the `data` chunk body.
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let (off, len) = riff_data_span(bytes).ok_or(AudioError::Malformed("no data chunk"))?;
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let data = &bytes[off..off + len];
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Err(AudioError::UnknownMagic(
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bytes[..4.min(bytes.len())].try_into().unwrap_or([0u8; 4])
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))
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}
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fn from_wav(bytes: &[u8]) -> Result<Self, AudioError> {
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// Minimal WAV parser for PCM files
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// A proper implementation should use the `hound` crate:
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// https://crates.io/crates/hound
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//
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// TODO: Add `hound = "3"` to Cargo.toml and implement properly
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Err(AudioError::Parse(
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"WAV parsing TODO: add `hound` crate and implement".to_string()
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))
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let samples: Vec<f32> = match (info.codec, bits) {
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(AudioCodec::Pcm, 8) => data.iter().map(|&b| (b as f32 - 128.0) / 128.0).collect(),
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(AudioCodec::Pcm, 16) => data
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.chunks_exact(2)
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.map(|c| i16::from_le_bytes([c[0], c[1]]) as f32 / 32768.0)
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.collect(),
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(AudioCodec::Pcm, 24) => data
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.chunks_exact(3)
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.map(|c| {
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let v = ((c[2] as i32) << 16) | ((c[1] as i32) << 8) | c[0] as i32;
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let v = (v << 8) >> 8; // sign-extend 24→32
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v as f32 / 8_388_608.0
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})
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.collect(),
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(AudioCodec::PcmFloat, 32) => data
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.chunks_exact(4)
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.map(|c| f32::from_le_bytes([c[0], c[1], c[2], c[3]]))
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.collect(),
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_ => return Err(AudioError::UnsupportedPcm { tag: 0, bits }),
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};
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Ok(Self { samples, channels, sample_rate: rate })
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}
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}
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/// Byte span (offset, length) of the WAVE `data` chunk body, if present.
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fn riff_data_span(bytes: &[u8]) -> Option<(usize, usize)> {
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if bytes.len() < 12 || &bytes[..4] != b"RIFF" || &bytes[8..12] != b"WAVE" {
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return None;
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}
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let le32 =
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|o: usize| u32::from_le_bytes([bytes[o], bytes[o + 1], bytes[o + 2], bytes[o + 3]]) as usize;
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let mut pos = 12;
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while pos + 8 <= bytes.len() {
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let size = le32(pos + 4);
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let body = pos + 8;
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if &bytes[pos..pos + 4] == b"data" {
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let len = size.min(bytes.len().saturating_sub(body));
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return Some((body, len));
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}
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pos = body + size + (size & 1);
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}
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None
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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/// Build a minimal 16-bit PCM WAV in memory (stereo, 2 frames).
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fn tiny_wav() -> Vec<u8> {
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let mut v = Vec::new();
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let data: [i16; 4] = [1000, -1000, 32767, -32768]; // L R L R
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let data_bytes: Vec<u8> = data.iter().flat_map(|s| s.to_le_bytes()).collect();
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v.extend_from_slice(b"RIFF");
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v.extend_from_slice(&(36 + data_bytes.len() as u32).to_le_bytes());
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v.extend_from_slice(b"WAVE");
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v.extend_from_slice(b"fmt ");
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v.extend_from_slice(&16u32.to_le_bytes());
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v.extend_from_slice(&WAVE_FORMAT_PCM.to_le_bytes());
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v.extend_from_slice(&2u16.to_le_bytes()); // channels
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v.extend_from_slice(&48000u32.to_le_bytes());
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v.extend_from_slice(&(48000u32 * 2 * 2).to_le_bytes());
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v.extend_from_slice(&4u16.to_le_bytes()); // block align
|
||||
v.extend_from_slice(&16u16.to_le_bytes()); // bits
|
||||
v.extend_from_slice(b"data");
|
||||
v.extend_from_slice(&(data_bytes.len() as u32).to_le_bytes());
|
||||
v.extend_from_slice(&data_bytes);
|
||||
v
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn probe_and_decode_pcm_wav() {
|
||||
let wav = tiny_wav();
|
||||
let info = AudioInfo::probe(&wav);
|
||||
assert_eq!(info.codec, AudioCodec::Pcm);
|
||||
assert_eq!(info.channels, Some(2));
|
||||
assert_eq!(info.sample_rate, Some(48000));
|
||||
assert_eq!(info.samples_per_channel, Some(2));
|
||||
let audio = GameAudio::from_wav(&wav).unwrap();
|
||||
assert_eq!(audio.channels, 2);
|
||||
assert_eq!(audio.samples.len(), 4);
|
||||
assert!((audio.samples[2] - 0.99997).abs() < 1e-3); // 32767/32768
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn probe_xma2_riff_reports_metadata_not_decode() {
|
||||
// Minimal RIFF/WAVE with an XMA2 fmt tag.
|
||||
let mut v = Vec::new();
|
||||
v.extend_from_slice(b"RIFF");
|
||||
v.extend_from_slice(&200u32.to_le_bytes());
|
||||
v.extend_from_slice(b"WAVE");
|
||||
v.extend_from_slice(b"fmt ");
|
||||
v.extend_from_slice(&16u32.to_le_bytes());
|
||||
v.extend_from_slice(&WAVE_FORMAT_XMA2.to_le_bytes());
|
||||
v.extend_from_slice(&2u16.to_le_bytes());
|
||||
v.extend_from_slice(&44100u32.to_le_bytes());
|
||||
v.extend_from_slice(&0u32.to_le_bytes());
|
||||
v.extend_from_slice(&0u16.to_le_bytes());
|
||||
v.extend_from_slice(&0u16.to_le_bytes());
|
||||
let info = AudioInfo::probe(&v);
|
||||
assert_eq!(info.codec, AudioCodec::Xma2);
|
||||
assert_eq!(info.channels, Some(2));
|
||||
assert!(info.codec.needs_decoder());
|
||||
assert!(matches!(
|
||||
GameAudio::from_wav(&v),
|
||||
Err(AudioError::NeedsDecoder(AudioCodec::Xma2))
|
||||
));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn raw_high_entropy_blob_reads_as_raw_xma2() {
|
||||
// A pseudo-random 8 KB blob (no magic) → RawXma2 with a packet count.
|
||||
let mut b = vec![0u8; 8192];
|
||||
let mut x = 0x2545_F491u32;
|
||||
for v in b.iter_mut() {
|
||||
x ^= x << 13;
|
||||
x ^= x >> 17;
|
||||
x ^= x << 5;
|
||||
*v = (x & 0xFF) as u8;
|
||||
}
|
||||
let info = AudioInfo::probe(&b);
|
||||
assert_eq!(info.codec, AudioCodec::RawXma2);
|
||||
assert_eq!(info.xma_packets, Some(4)); // 8192 / 2048
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn structured_low_entropy_blob_is_unknown_not_audio() {
|
||||
let b = b"IDXD............a bunch of readable ASCII text fields....".repeat(40);
|
||||
assert_eq!(AudioInfo::probe(&b).codec, AudioCodec::Unknown);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -51,6 +51,7 @@ pub mod mesh;
|
||||
pub mod audio;
|
||||
|
||||
/// Re-export the most commonly used types at the crate root.
|
||||
pub use audio::{AudioCodec, AudioInfo, GameAudio};
|
||||
pub use font::FontInfo;
|
||||
pub use idxd::{IdxdError, IdxdObject};
|
||||
pub use ixud::{Cue, Subtitle};
|
||||
|
||||
Reference in New Issue
Block a user