New multi VAG example

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ABelliqueux 2021-08-14 16:56:32 +02:00
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# VAG files See here for more informations about the VAG fileformat and tools :
> VAG is the PlayStation single waveform data format for ADPCM-encoded data of sampled sounds, such as https://github.com/ABelliqueux/nolibgs_hello_worlds/wiki/VAG
piano sounds, explosions, and music. The typical extension in DOS is “.VAG”.
See [FileFormat47.pdf](http://psx.arthus.net/sdk/Psy-Q/DOCS/FileFormat47.pdf), p.209
## Audio to VAG conversion
We have to convert the audio file to RAW data first :
```bash
ffmpeg -i input.mp3 -f s16le -ac 1 -ar 44100 tmp.dat
```
then use [`wav2vag`](https://github.com/ColdSauce/psxsdk/blob/master/tools/wav2vag.c) to convert the data, making sure the `-freq=` parameter matches the `-ar` value used above :
```bash
wav2vag tmp.dat output.vag -sraw16 -freq=44100
```
## VAGedit
You can find a graphical editor in the [PsyQ sdk](http://psx.arthus.net/sdk/Psy-Q/PSYQ_SDK.zip) named `VAGEDIT.exe`.
## C VAG structure
Here is a structure definition to access the VAG header :
See [FileFormat47.pdf](http://psx.arthus.net/sdk/Psy-Q/DOCS/FileFormat47.pdf), p.209 for full description.
```c
typedef struct VAGhdr { // All the values in this header must be big endian
char id[4]; // VAGp 4 bytes -> 1 char * 4
unsigned int version; // 4 bytes
unsigned int reserved; // 4 bytes
unsigned int dataSize; // (in bytes) 4 bytes
unsigned int samplingFrequency; // 4 bytes
char reserved2[12]; // 12 bytes -> 1 char * 12
char name[16]; // 16 bytes -> 1 char * 16
// Waveform data after that
} VAGhdr;
```
## VAG & SPU Docs
See
* libformat47.pdf p.209
* libover47.pdf, p.271
* libref47.pdf, p.980
* [http://psx.arthus.net/code/VAG/](http://psx.arthus.net/code/VAG)
## Ressources
* [wav2vag utility](https://github.com/ColdSauce/psxsdk/blob/master/tools/wav2vag.c)

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hello_multi_vag/Makefile Normal file
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TARGET = hello_multivag_new
SRCS = hello_multivag_new.c \
../VAG/hello.vag \
../VAG/poly.vag \
../VAG/0_come.vag \
../VAG/1_cuek.vag \
../VAG/2_erro.vag \
../VAG/3_hehe.vag \
../VAG/4_m4a1.vag \
../VAG/5_punc.vag \
../VAG/7_wron.vag \
../VAG/8_yooo.vag \
include ../common.mk

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See here for more informations about the VAG fileformat and tools :
https://github.com/ABelliqueux/nolibgs_hello_worlds/wiki/VAG

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// VAGDEMO2020 by Schnappy
// December 2020
// Based on VAGDEMO_FIXED by Yagotzirck
// Based on VAGDEMO by Shadow
// based on psyq/addons/sound/TUTO3.C
//
//
// Load two VAG file to SPU sound buffer and play them back alternatively or simultaneously.
//
// WAV creation: use ffmpeg to create a 16-bit ADPCM mono WAV file - change -ar to reduce filesize (and quality)
// $ ffmpeg -i input.ext -f s16le -ac 1 -ar 44100 tmp.dat
//
// WAV to VAG convertion using WAV2VAG : https://github.com/ColdSauce/psxsdk/blob/master/tools/wav2vag.c
// change -freq according to the -ar setting above
// $ wav2vag tmp.dat output.vag -sraw16 -freq=44100 (-L)
//
// Alternatively, you can use PsyQ VAGEDIT.EXE to change the sampling frequency of an existing VAG file.
//
// Docs : see libformat47.pdf p.209
// libover47.pdf, p.271
// libref47.pdf, p.980
// URLS : http://psx.arthus.net/code/VAG/
// https://github.com/ABelliqueux/nolibgs_hello_worlds/tree/main/VAG
#include <sys/types.h>
#include <stdio.h>
#include <libgte.h>
#include <libetc.h>
#include <libgpu.h>
// Sound system
#include <libsnd.h>
#include <libspu.h>
#define VMODE 0 // Video Mode : 0 : NTSC, 1: PAL
#define SCREENXRES 320
#define SCREENYRES 240
#define CENTERX SCREENXRES/2
#define CENTERY SCREENYRES/2
#define MARGINX 0 // margins for text display
#define MARGINY 32
#define FONTSIZE 8 * 7 // Text Field Height
DISPENV disp[2]; // Double buffered DISPENV and DRAWENV
DRAWENV draw[2];
short db = 0; // index of which buffer is used, values 0, 1
// Sound stuff
#define MALLOC_MAX 3 // Max number of time we can call SpuMalloc
//~ // convert Little endian to Big endian
#define SWAP_ENDIAN32(x) (((x)>>24) | (((x)>>8) & 0xFF00) | (((x)<<8) & 0x00FF0000) | ((x)<<24))
typedef struct VAGheader{ // All the values in this header must be big endian
char id[4]; // VAGp 4 bytes -> 1 char * 4
unsigned int version; // 4 bytes
unsigned int reserved; // 4 bytes
unsigned int dataSize; // (in bytes) 4 bytes
unsigned int samplingFrequency;// 4 bytes
char reserved2[12]; // 12 bytes -> 1 char * 12
char name[16]; // 16 bytes -> 1 char * 16
// Waveform data after that
} VAGhdr;
SpuCommonAttr commonAttributes; // structure for changing common voice attributes
SpuVoiceAttr voiceAttributes ; // structure for changing individual voice attributes
u_long hello_spu_address; // address allocated in memory for first sound file
u_long poly_spu_address; // address allocated in memory for second sound file
// DEBUG : these allow printing values for debugging
u_long hello_spu_start_address;
u_long hello_get_start_addr;
u_long hello_transSize;
u_long poly_spu_start_address;
u_long poly_get_start_addr;
u_long poly_transSize;
#define HELLO SPU_0CH // Play first vag on channel 0
#define POLY SPU_2CH // Play second vag on channel 2
// Memory management table ; allow MALLOC_MAX calls to SpuMalloc() - ibref47.pdf p.1044
char spu_malloc_rec[SPU_MALLOC_RECSIZ * (2 + MALLOC_MAX+1)];
// VAG files
// We're using GrumpyCoder's Nugget wrapper to compile the code with a modern GCC : https://github.com/grumpycoders/pcsx-redux/tree/main/src/mips/psyq
// To include binary files in the exe, add your VAG files to the SRCS variable in Makefile
// and in common.mk, add this rule to include *.vag files :
//
//~ %.o: %.vag
//~ $(PREFIX)-objcopy -I binary --set-section-alignment .data=4 --rename-section .data=.rodata,alloc,load,readonly,data,contents -O elf32-tradlittlemips -B mips $< $@
// hello.vag - 44100 Khz
extern unsigned char _binary____VAG_hello_vag_start[]; // filename must begin with _binary____ followed by the full path, with . and / replaced, and then suffixed with _ and end with _start[]; or end[];
extern unsigned char _binary____VAG_hello_vag_end[]; // https://discord.com/channels/642647820683444236/663664210525290507/780866265077383189
// poly.vag - 44100 Khz
extern unsigned char _binary____VAG_poly_vag_start[];
extern unsigned char _binary____VAG_poly_vag_end[];
void initGraph(void)
{
ResetGraph(0);
SetDefDispEnv(&disp[0], 0, 0, SCREENXRES, SCREENYRES);
SetDefDispEnv(&disp[1], 0, SCREENYRES, SCREENXRES, SCREENYRES);
SetDefDrawEnv(&draw[0], 0, SCREENYRES, SCREENXRES, SCREENYRES);
SetDefDrawEnv(&draw[1], 0, 0, SCREENXRES, SCREENYRES);
if (VMODE)
{
SetVideoMode(MODE_PAL);
disp[0].screen.y += 8;
disp[1].screen.y += 8;
}
SetDispMask(1); // Display on screen
setRGB0(&draw[0], 50, 50, 50);
setRGB0(&draw[1], 50, 50, 50);
draw[0].isbg = 1;
draw[1].isbg = 1;
PutDispEnv(&disp[db]);
PutDrawEnv(&draw[db]);
FntLoad(960, 0);
FntOpen(8, 60, 304, 200, 0, 500 );
}
void display(void)
{
DrawSync(0);
VSync(0);
PutDispEnv(&disp[db]);
PutDrawEnv(&draw[db]);
db = !db;
}
// Audio initialisation & functions
void initSnd(void){
SpuInitMalloc(MALLOC_MAX, spu_malloc_rec); // Maximum number of blocks, mem. management table address.
commonAttributes.mask = (SPU_COMMON_MVOLL | SPU_COMMON_MVOLR); // Mask which attributes to set
commonAttributes.mvol.left = 0x3fff; // Master volume left
commonAttributes.mvol.right = 0x3fff; // see libref47.pdf, p.1058
SpuSetCommonAttr(&commonAttributes); // set attributes
SpuSetIRQ(SPU_OFF);
}
u_long sendVAGtoRAM(unsigned int VAG_data_size, unsigned char *VAG_data){
u_long size;
SpuSetTransferMode(SpuTransByDMA); // DMA transfer; can do other processing during transfer
size = SpuWrite (VAG_data + sizeof(VAGhdr), VAG_data_size); // transfer VAG_data_size bytes from VAG_data address to sound buffer
SpuIsTransferCompleted (SPU_TRANSFER_WAIT); // Checks whether transfer is completed and waits for completion
return size;
}
void setVoiceAttr(unsigned int pitch, long channel, unsigned long soundAddr ){
voiceAttributes.mask= //~ Attributes (bit string, 1 bit per attribute)
(
SPU_VOICE_VOLL |
SPU_VOICE_VOLR |
SPU_VOICE_PITCH |
SPU_VOICE_WDSA |
SPU_VOICE_ADSR_AMODE |
SPU_VOICE_ADSR_SMODE |
SPU_VOICE_ADSR_RMODE |
SPU_VOICE_ADSR_AR |
SPU_VOICE_ADSR_DR |
SPU_VOICE_ADSR_SR |
SPU_VOICE_ADSR_RR |
SPU_VOICE_ADSR_SL
);
voiceAttributes.voice = channel; //~ Voice (low 24 bits are a bit string, 1 bit per voice )
voiceAttributes.volume.left = 0x1000; //~ Volume
voiceAttributes.volume.right = 0x1000; //~ Volume
voiceAttributes.pitch = pitch; //~ Interval (set pitch)
voiceAttributes.addr = soundAddr; //~ Waveform data start address
voiceAttributes.a_mode = SPU_VOICE_LINEARIncN; //~ Attack rate mode = Linear Increase - see libref47.pdf p.1091
voiceAttributes.s_mode = SPU_VOICE_LINEARIncN; //~ Sustain rate mode = Linear Increase
voiceAttributes.r_mode = SPU_VOICE_LINEARDecN; //~ Release rate mode = Linear Decrease
voiceAttributes.ar = 0x0; //~ Attack rate
voiceAttributes.dr = 0x0; //~ Decay rate
voiceAttributes.rr = 0x0; //~ Release rate
voiceAttributes.sr = 0x0; //~ Sustain rate
voiceAttributes.sl = 0xf; //~ Sustain level
SpuSetVoiceAttr(&voiceAttributes); // set attributes
}
void playSFX(unsigned long fx){
SpuSetKey(SpuOn, fx);
}
int main(void)
{
short counter = 0;
const VAGhdr * HellofileHeader = (VAGhdr *) _binary____VAG_hello_vag_start; // get header of first VAG file
const VAGhdr * PolyfileHeader = (VAGhdr *) _binary____VAG_poly_vag_start; // get header of second VAG file
// From libover47.pdf :
// The sampling frequency of the original audio file can be used to determine the pitch
// at which to play the VAG. pitch = (sampling frequency << 12)/44100L
// Ex: 44.1kHz=0x1000 22.05kHz=0x800 etc
unsigned int Hellopitch = (SWAP_ENDIAN32(HellofileHeader->samplingFrequency) << 12) / 44100L;
unsigned int Polypitch = (SWAP_ENDIAN32(PolyfileHeader->samplingFrequency) << 12) / 44100L;
SpuInit(); // Initialize SPU. Called only once.
initSnd();
// First VAG
hello_spu_address = SpuMalloc(SWAP_ENDIAN32(HellofileHeader->dataSize)); // Allocate an area of dataSize bytes in the sound buffer.
hello_spu_start_address = SpuSetTransferStartAddr(hello_spu_address); // Sets a starting address in the sound buffer
hello_get_start_addr = SpuGetTransferStartAddr(); // SpuGetTransferStartAddr() returns current sound buffer transfer start address.
hello_transSize = sendVAGtoRAM(SWAP_ENDIAN32(HellofileHeader->dataSize), _binary____VAG_hello_vag_start);
// First VAG
poly_spu_address = SpuMalloc(SWAP_ENDIAN32(PolyfileHeader->dataSize)); // Allocate an area of dataSize bytes in the sound buffer.
poly_spu_start_address = SpuSetTransferStartAddr(poly_spu_address); // Sets a starting address in the sound buffer
poly_get_start_addr = SpuGetTransferStartAddr(); // SpuGetTransferStartAddr() returns current sound buffer transfer start address.
poly_transSize = sendVAGtoRAM(SWAP_ENDIAN32(PolyfileHeader->dataSize), _binary____VAG_poly_vag_start);
// set VAG to channel
setVoiceAttr(Hellopitch, HELLO, hello_spu_address); // SPU_0CH == hello
setVoiceAttr(Polypitch, POLY, poly_spu_address); // SPU_2CH == poly
initGraph();
while (1)
{
if(!counter){
playSFX(HELLO); // Play first VAG
counter = 240;
}
if(counter == 160){
playSFX(POLY); // Play second VAG
}
if(counter == 80){
playSFX(HELLO|POLY); // Play both VAGs simultaneously
}
FntPrint("First VAG:");
FntPrint("\nPitch : %08x-%dKhz", Hellopitch, (SWAP_ENDIAN32(HellofileHeader->samplingFrequency)) );
FntPrint("\nSet Start addr : %08x", hello_spu_address);
FntPrint("\nReturn start addr : %08x", hello_spu_start_address);
FntPrint("\nGet Start addr : %08x", hello_get_start_addr);
FntPrint("\nSend size : %08x", SWAP_ENDIAN32(HellofileHeader->dataSize));
FntPrint("\nReturn size : %08x\n", hello_transSize);
FntPrint("\nSecond VAG:");
FntPrint("\nPitch : %08x-%dKhz", Polypitch, (SWAP_ENDIAN32(HellofileHeader->samplingFrequency)) );
FntPrint("\nSet Start addr : %08x", poly_spu_address);
FntPrint("\nReturn start addr : %08x", poly_spu_start_address);
FntPrint("\nGet Start addr : %08x", poly_get_start_addr);
FntPrint("\nSend size : %08x", SWAP_ENDIAN32(PolyfileHeader->dataSize));
FntPrint("\nReturn size : %08x\n", poly_transSize);
FntPrint("\nCounter : %d\n", counter);
FntFlush(-1);
counter --;
display();
}
return 0;
}

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See here for more informations about the VAG fileformat and tools : See here for more informations about the VAG fileformat and tools :
https://github.com/ABelliqueux/nolibgs_hello_worlds/tree/main/VAG https://github.com/ABelliqueux/nolibgs_hello_worlds/wiki/VAG

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## XA playback See here for more informations about the XA fileformat and tools :
You need [mkpsxiso](https://github.com/Lameguy64/mkpsxiso) in your $PATH to generate a PSX disk image. https://github.com/ABelliqueux/nolibgs_hello_worlds/wiki/XA
You also need [`psxavenc` and `xainterleave`](https://github.com/ABelliqueux/candyk-psx/tree/master/toolsrc/).
## WAV creation
Use ffmpeg to create a 16-bit ADPCM mono WAV file - change -ar to reduce filesize (and quality)
```bash
$ ffmpeg -i input.mp3 -acodec pcm_s16le -ac 2 -ar 44100 output.wav
```
You can use Audacity to edit sound, but as mentionned in [xatut.pdf](http://psx.arthus.net/sdk/Psy-Q/DOCS/XATUT.pdf), p17 :
> At this point it is worth mentioning that certain sound editing packages add some custom information at
> the end of a .WAV file such as author and package used to create the file. This is normally not a
> problem as the .WAV header contains details of the length of the data. However MovConv and
> MovPack do not use the header information in this way, and so will convert .WAV files to .XA using
> all the data after the .WAV header up to the end of the file. This can lead too .XA files with audible
> noise such as clicks or pops where the custom information has been converted to sound data at the end
> of the sample.
### Generate interleaved XA file
```bash
psxavenc -f 37800 -t xa -b 4 -c 2 -F 1 -C 0 "../hello_cdda/audio/beach.wav" "xa/beach.xa"
psxavenc -f 37800 -t xa -b 4 -c 2 -F 1 -C 0 "../hello_cdda/audiofunk.wav" "xa/funk.xa"
xainterleave 1 xa/interleave4.txt xa/inter4.xa
xainterleave 1 xa/interleave8.txt xa/inter8.xa
```
Alternatively, you can use the windows tool [`MC32.EXE`](https://psx.arthus.net/tools/pimp-psx.zip) to interleave several PSX media files.
### Compile
This will compile and build an iso image :
```bash
make
```
### Clean directory
```bash
make cleansub
```
## Encoding to XA
You can use a modified version of [`psxavenc`](https://github.com/ABelliqueux/candyk-psx/tree/master/toolsrc/psxavenc) to convert your audio file to a 2336 bytes XA file :
```bash
./psxavenc -f 37800 -t xa -b 4 -c 2 -F 1 -C 1 "input.wav" "output.xa"
```
You can read it back with `XAPLAY.EXE`, that's in `psyq/bin/XAplay`.
### PSXavenc usage
```
./psxavenc
Usage: psxavenc [-f freq] [-b bitdepth] [-c channels] [-F num] [-C num] [-t xa|xacd|spu|str2] <in> <out>
-f freq Use specified frequency
-t format Use specified output type:
xa [A.] .xa 2336-byte sectors
xacd [A.] .xa 2352-byte sectors
spu [A.] raw SPU-ADPCM data
str2 [AV] v2 .str video 2352-byte sectors
-b bitdepth Use specified bit depth (only 4 bits supported)
-c channels Use specified channel count (1 or 2)
-F num [.xa] Set the file number to num (0-255)
-C num [.xa] Set the channel number to num (0-31)
```
## Interleaving XA files
You can use [`MC32.EXE`](https://psx.arthus.net/tools/pimp-psx.zip) or [`xainterleave`](https://github.com/ABelliqueux/candyk-psx/tree/master/toolsrc/xainterleave) to interleave several PSX media files.
## xainterleave usage
`xainterleave <mode> <in.txt> <out.raw>`
`mode` can be 0 for full raw sectors or 1 for just XA (divisible by 2336)
`in.txt` is a manifest txt file as seen [here](https://github.com/ABelliqueux/nolibgs_hello_worlds/blob/main/hello_xa/xa/interleave4.txt)
Example for 1 music file, to be played at 1x CD speed (4 channels):
```
1 xa test.xa 1 0
1 null
1 null
1 null
```
Add 4 more 1 null lines for 2x (8 channels).
```
1 xa menu.xa 1 0
sectors type file xa_file number (0-255) xa_channel number (0-31)
```
The format seems to correspond to the [entry_t struct](https://github.com/ABelliqueux/candyk-psx/blob/db71929903cc09398f5efc23973f9e136d123bbb/toolsrc/xainterleave/xainterleave.c#L35).
## mkpsxiso
You can use the following syntax to include your XA file in the CD image :
```xml
<file name="mymusic1.xa" type="xa" source="mymusic1.xa"/>
```
See here for more details : https://github.com/Lameguy64/mkpsxiso/blob/c44b78e37bbc115591717ac4dd534af6db499ea4/examples/example.xml#L85
## PsyQ XA Tools
[XAPLAY.EXE](https://docs.google.com/uc?export=download&confirm=G9cM&id=0B_GAaDjR83rLZGVaZ2pvV2tjSVE) : Single channel XA playback
[XATOOL.EXE](http://psx.arthus.net/code/XA/xatut.zip) : XA structure inspector
[MC32.EXE](https://psx.arthus.net/tools/pimp-psx.zip) : Converts WAV > XA > Interleaved XA
## More
XA tutorial : http://psx.arthus.net/code/XA/XATUT.pdf
Full XAtut archive : http://psx.arthus.net/code/XA/xatut.zip - https://web.archive.org/web/20060316213726/http://dev.paradogs.com/bin/docs/xatut.zip
XA ADPCM documentation : http://psx.arthus.net/code/XA/XA%20ADPCM%20documentation.txt
https://psx-spx.consoledev.net/cdromdrive/#cdrom-xa-audio-adpcm-compression
PsyQ XA player example : `psyq/addons/scee/CD/XAPLAYER`
XA SCEE Technical note - July 1998 : http://psx.arthus.net/sdk/Psy-Q/DOCS/CONF/SCEE/98July/xa_sound.pdf
PSX audio tools : https://forum.xentax.com/viewtopic.php?t=10136
PIMP tools : https://psx.arthus.net/tools/pimp-psx.zip
Source : https://discord.com/channels/642647820683444236/663664210525290507/843211084609617930
## Music credits
Track 1 :
Beach Party by Kevin MacLeod
Link: https://incompetech.filmmusic.io/song/3429-beach-party
License: https://filmmusic.io/standard-license
Track 2:
Funk Game Loop by Kevin MacLeod
Link: https://incompetech.filmmusic.io/song/3787-funk-game-loop
License: https://filmmusic.io/standard-license