vgmstream/src/meta/ps2_leg.c

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#include "meta.h"
#include "../util.h"
/* LEG - found in Legaia 2 - Duel Saga (PS2)
the headers are stored seperately in the main executable... */
VGMSTREAM * init_vgmstream_leg(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
char filename[PATH_LIMIT];
off_t start_offset;
int loop_flag = 0;
int channel_count;
/* check extension, case insensitive */
streamFile->get_name(streamFile,filename,sizeof(filename));
if (strcasecmp("leg",filename_extension(filename))) goto fail;
/* comparing the filesize with (num_samples*0x800) + headersize,
if it doesn't match, we will abort the vgmstream... */
if ((read_32bitLE(0x48,streamFile)*0x800)+0x4C != get_streamfile_size(streamFile))
goto fail;
loop_flag = (read_32bitLE(0x44,streamFile)!=0);
channel_count = 2;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count,loop_flag);
if (!vgmstream) goto fail;
/* fill in the vital statistics */
start_offset = 0x4C;
vgmstream->channels = channel_count;
vgmstream->sample_rate = read_32bitLE(0x40,streamFile);
vgmstream->coding_type = coding_PSX;
vgmstream->num_samples = (read_32bitLE(0x48,streamFile)*0x800)*28/16/channel_count;
if (loop_flag) {
vgmstream->loop_start_sample = (read_32bitLE(0x44,streamFile)*0x800)*28/16/channel_count;
vgmstream->loop_end_sample = (read_32bitLE(0x48,streamFile)*0x800)*28/16/channel_count;
}
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = 0x400;
vgmstream->meta_type = meta_LEG;
/* open the file for reading */
{
int i;
STREAMFILE * file;
file = streamFile->open(streamFile,filename,STREAMFILE_DEFAULT_BUFFER_SIZE);
if (!file) goto fail;
for (i=0;i<channel_count;i++) {
vgmstream->ch[i].streamfile = file;
vgmstream->ch[i].channel_start_offset=
vgmstream->ch[i].offset=start_offset+
vgmstream->interleave_block_size*i;
}
}
return vgmstream;
/* clean up anything we may have opened */
fail:
if (vgmstream) close_vgmstream(vgmstream);
return NULL;
}