vgmstream/src/meta/esf.c

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#include "meta.h"
#include "../coding/coding.h"
/* .ESF - from Mortal Kombat 4 (PC) */
VGMSTREAM* init_vgmstream_esf(STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
uint32_t pcm_size;
off_t start_offset;
int loop_flag, bps_flag, hq_flag, channels, bps;
/* checks */
if (!is_id32be(0x00, sf, "ESF\x06"))
goto fail;
if (!check_extensions(sf, "esf"))
goto fail;
pcm_size = read_u32le(0x04, sf);
bps_flag = pcm_size & 0x20000000;
hq_flag = pcm_size & 0x40000000;
loop_flag = pcm_size & 0x80000000;
pcm_size &= 0x1FFFFFFF;
channels = 1; /* mono only */
start_offset = 0x08;
bps = bps_flag ? 16 : 8; /* 16 is supposed to mean PCM16 but is actually IMA */
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channels, loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_ESF;
vgmstream->sample_rate = hq_flag ? 22050 : 11025;
vgmstream->coding_type = (bps == 8) ? coding_PCM8_U : coding_DVI_IMA;
vgmstream->num_samples = pcm_bytes_to_samples(pcm_size, 1, bps);
vgmstream->loop_start_sample = 0;
vgmstream->loop_end_sample = vgmstream->num_samples;
if (!vgmstream_open_stream(vgmstream, sf, start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}