vgmstream/src/meta/ktss.c

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#include "meta.h"
#include "../util.h"
#include "../stack_alloc.h"
#include "../coding/coding.h"
VGMSTREAM * init_vgmstream_ktss(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
int loop_flag, channel_count;
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int8_t version;
int32_t loop_length, coef_start_offset, coef_spacing;
off_t start_offset;
if (!check_extensions(streamFile, "ktss"))
goto fail;
if (read_32bitBE(0, streamFile) != 0x4B545353) /* "KTSS" */
goto fail;
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/* check type details */
version = read_8bit(0x22, streamFile);
if (version == 1) {
coef_start_offset = 0x40;
coef_spacing = 0x2e;
}
else if (version == 3) { // Fire Emblem Warriors (Switch)
coef_start_offset = 0x5c;
coef_spacing = 0x60;
}
else
goto fail;
loop_length = read_32bitLE(0x38, streamFile);
loop_flag = loop_length > 0;
channel_count = read_8bit(0x29, streamFile);
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count, loop_flag);
if (!vgmstream) goto fail;
/* fill in the vital statistics */
vgmstream->num_samples = read_32bitLE(0x30, streamFile);
vgmstream->sample_rate = (uint16_t)read_16bitLE(0x2c, streamFile);
vgmstream->loop_start_sample = read_32bitLE(0x34, streamFile);
vgmstream->loop_end_sample = vgmstream->loop_start_sample + loop_length;
vgmstream->coding_type = coding_NGC_DSP;
vgmstream->layout_type = layout_interleave;
vgmstream->meta_type = meta_KTSS;
vgmstream->interleave_block_size = 0x8;
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dsp_read_coefs_le(vgmstream, streamFile, coef_start_offset, coef_spacing);
start_offset = read_32bitLE(0x24, streamFile) + 0x20;
if (!vgmstream_open_stream(vgmstream, streamFile, start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}