vgmstream/src/meta/lpcm_shade.c

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C
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2021-10-09 12:51:33 +02:00
#include "meta.h"
/* LPCM - from Shade's 'Shade game library' (ShdLib) [Ah! My Goddess (PS2), Warship Gunner (PS2)] */
VGMSTREAM* init_vgmstream_lpcm_shade(STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
off_t start_offset;
uint32_t loop_flag, channels;
/* checks */
if (!is_id32be(0x00, sf, "LPCM"))
goto fail;
/* .w: real extension
* .lpcm: fake (header id) */
if (!check_extensions(sf, "w,lpcm"))
goto fail;
/* extra checks since header is kind of simple */
if (read_s32le(0x04,sf) * 0x02 * 2 > get_streamfile_size(sf)) /* data size is less than total samples */
goto fail;
if (read_u32le(0x10,sf) != 0) /* just in case */
goto fail;
start_offset = 0x800; /* assumed, closer to num_samples */
loop_flag = read_s32le(0x8,sf) != 0;
channels = 2;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channels, loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_LPCM_SHADE;
vgmstream->sample_rate = 48000;
vgmstream->num_samples = read_s32le(0x4,sf);
vgmstream->loop_start_sample = read_s32le(0x8,sf);
vgmstream->loop_end_sample = read_s32le(0xc,sf);
vgmstream->coding_type = coding_PCM16LE;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = 0x02;
if (!vgmstream_open_stream(vgmstream, sf, start_offset))
goto fail;
return vgmstream;
fail:
if (vgmstream) close_vgmstream(vgmstream);
return NULL;
}