Reputation: 7
I need to extract voice data from a CS:GO game server. The engine gives me fragments of compressed audio stream, which I then decompress via celt library (IVoiceCodec::Decompress) the same way as it is done in this source code: https://github.com/perilouswithadollarsign/cstrike15_src/blob/f82112a2388b841d72cb62ca48ab1846dfcc11c8/engine/audio/private/voice.cpp
The interface doesn't provide any information about decoded data, but from the source code I can guess that it should be single channel 16bit/22050KHz PCM audio
static std::vector<char> buffer;
char decompressedData[MAX_UNCOMPRESSED_VOICE_BUFFER_SIZE];
const int decompressedBytes = g_pCodec->Decompress(data.data(),
data.size(),
decompressedData,
MAX_UNCOMPRESSED_VOICE_BUFFER_SIZE);
if(decompressedBytes > 0)
buffer.insert(buffer.end(),
decompressedData,
decompressedData + decompressedBytes);
if(buffer.size() > 50000)
{
static int fileIndex = 0;
const std::string fileName("wav/test_" + std::to_string(clientIndex) + "_" + std::to_string(fileIndex) + ".wav");
const bool result = WriteWaveFile(fileName.c_str(),
buffer.data(),
buffer.size(),
16, // Bits per sample
1, // Channels
22050 // Samples per sec
);
buffer.clear();
++fileIndex;
}
The decoder works without errors and outputs as it seams to me correct data (I can make out voices after decoding). I then save the fragments without any changes as single channel 16bit/22050KHz PCM WAV files. Technically I prepend 42 bytes of WAV header to the data. And after that I merge the files. Here is an example of what I get: https://drive.google.com/file/d/16iSC-GXzzl5wwYsvAQN1Hkk93LuSyRYG/view?usp=share_link The pitch sounds correct, but the playback rate is too fast and I can hear noise.
Here is my code for writing wav files (I also got it from the engine source code):
void WriteDWord(FileHandle_t fp, unsigned long val)
{
g_pFileSystem->Write(&val, 4, fp);
}
void WriteWord(FileHandle_t fp, unsigned short val)
{
g_pFileSystem->Write(&val, 2, fp);
}
bool WriteWaveFile(
const char *pFilename,
const char *pData,
int nBytes,
int wBitsPerSample,
int nChannels,
int nSamplesPerSec)
{
FileHandle_t fp = g_pFileSystem->Open(pFilename, "wb");
if(!fp)
return false;
// Write the RIFF chunk.
g_pFileSystem->Write("RIFF", 4, fp);
WriteDWord(fp, 0);
g_pFileSystem->Write("WAVE", 4, fp);
// Write the FORMAT chunk.
g_pFileSystem->Write("fmt ", 4, fp);
WriteDWord(fp, 0x10);
WriteWord(fp, WAVE_FORMAT_PCM);
WriteWord(fp, (unsigned short)nChannels);
WriteDWord(fp, (unsigned long)nSamplesPerSec);
WriteDWord(fp, (unsigned long)((wBitsPerSample / 8) * nChannels * nSamplesPerSec));
WriteWord(fp, (unsigned short)((wBitsPerSample / 8) * nChannels));
WriteWord(fp, (unsigned long)wBitsPerSample);
// Write the DATA chunk.
g_pFileSystem->Write("data", 4, fp);
WriteDWord(fp, (unsigned long)nBytes);
g_pFileSystem->Write(pData, nBytes, fp);
// Go back and write the length of the riff file.
unsigned long dwVal = g_pFileSystem->Tell(fp) - 8;
g_pFileSystem->Seek(fp, 4, FILESYSTEM_SEEK_HEAD);
WriteDWord(fp, dwVal);
g_pFileSystem->Close(fp);
return true;
}
I tried changing the sample rate and the number of bits per sample but still get the wrong result. What can be wrong with the wav files?
Upvotes: 0
Views: 80
Reputation: 7
It appears IVoiceCodec::Decompress returns number of samples rather then the number of written bytes.
Upvotes: 0