2021-11-18 00:17:17 +01:00
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#include "meta.h"
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#include "../coding/coding.h"
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#include "../layout/layout.h"
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/* STHD - Dream Factory .stx [Kakuto Chojin (Xbox)] */
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VGMSTREAM * init_vgmstream_sthd(STREAMFILE *sf) {
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VGMSTREAM * vgmstream = NULL;
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off_t start_offset;
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int loop_flag, channel_count;
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/* checks */
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if (!is_id32be(0x00,sf, "STHD"))
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goto fail;
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if (!check_extensions(sf, "stx"))
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goto fail;
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/* first block has special values */
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if (read_u16le(0x04,sf) != 0x0800 ||
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read_u32le(0x0c,sf) != 0x0001 ||
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read_u32le(0x14,sf) != 0x0000)
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goto fail;
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channel_count = read_s16le(0x06,sf);
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loop_flag = read_s16le(0x18,sf) != -1;
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start_offset = read_u16le(0x04,sf);
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/* build the VGMSTREAM */
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vgmstream = allocate_vgmstream(channel_count, loop_flag);
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if (!vgmstream) goto fail;
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vgmstream->meta_type = meta_STHD;
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vgmstream->sample_rate = read_s32le(0x20, sf); /* repeated ~8 times? */
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vgmstream->coding_type = coding_XBOX_IMA_int;
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vgmstream->layout_type = layout_blocked_sthd;
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if (!vgmstream_open_stream(vgmstream,sf,start_offset))
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goto fail;
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/* calc num_samples manually (blocks data varies in size) */
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{
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/* loop values may change to +1 in first actual block, but this works ok enough */
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int loop_start_block = (uint16_t)read_16bitLE(0x1a,sf);
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int loop_end_block = (uint16_t)read_16bitLE(0x1c,sf);
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int block_count = 1; /* header block = 0 */
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vgmstream->next_block_offset = start_offset;
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do {
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block_update(vgmstream->next_block_offset,vgmstream);
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if (block_count == loop_start_block)
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vgmstream->loop_start_sample = vgmstream->num_samples;
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if (block_count == loop_end_block)
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vgmstream->loop_end_sample = vgmstream->num_samples;
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vgmstream->num_samples += xbox_ima_bytes_to_samples(vgmstream->current_block_size, 1);
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block_count++;
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}
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while (vgmstream->next_block_offset < get_streamfile_size(sf));
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block_update(start_offset, vgmstream);
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}
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return vgmstream;
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fail:
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close_vgmstream(vgmstream);
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return NULL;
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}
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