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/*
* vgmstream . h - definitions for VGMSTREAM , encapsulating a multi - channel , looped audio stream
*/
# ifndef _VGMSTREAM_H
# define _VGMSTREAM_H
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/* Vorbis and MPEG decoding are done by external libraries.
* If someone wants to do a standalone build , they can do it by simply
* removing these defines ( and the references to the libraries in the
* Makefile ) */
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# define VGM_USE_VORBIS
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# define VGM_USE_MPEG
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# include "streamfile.h"
# include "coding/g72x_state.h"
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# ifdef VGM_USE_VORBIS
# include <vorbis/vorbisfile.h>
# endif
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# ifdef VGM_USE_MPEG
# include <mpg123.h>
# endif
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/* The encoding type specifies the format the sound data itself takes */
typedef enum {
/* 16-bit PCM */
coding_PCM16BE , /* big endian 16-bit PCM */
coding_PCM16LE , /* little endian 16-bit PCM */
/* 8-bit PCM */
coding_PCM8 , /* 8-bit PCM */
/* 4-bit ADPCM */
coding_NDS_IMA , /* IMA ADPCM w/ NDS layout */
coding_CRI_ADX , /* CRI ADX */
coding_NGC_DSP , /* NGC ADPCM, called DSP */
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coding_NGC_DTK , /* NGC hardware disc ADPCM, called DTK, TRK or ADP */
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coding_G721 , /* CCITT G.721 ADPCM */
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coding_NGC_AFC , /* NGC ADPCM, called AFC */
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coding_PSX , /* PSX & PS2 ADPCM */
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coding_invert_PSX , /* PSX ADPCM with first byte of frame inverted */
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coding_XA , /* PSX CD-XA */
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coding_XBOX , /* XBOX IMA */
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coding_EAXA , /* EA/XA ADPCM */
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# ifdef VGM_USE_VORBIS
coding_ogg_vorbis , /* vorbis */
# endif
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coding_SDX2 , /* SDX2 2:1 Squareroot-Delta-Exact compression */
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coding_DVI_IMA , /* DVI (bare IMA, high nibble first), aka ADP4 */
coding_IMA , /* bare IMA, low nibble first */
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coding_WS , /* Westwood Studios' custom VBR ADPCM */
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# ifdef VGM_USE_MPEG
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coding_fake_MPEG2_L2 , /* MPEG-2 Layer 2 (AHX), with lying headers */
/* I don't even know offhand if all these combinations exist... */
coding_MPEG1_L1 ,
coding_MPEG1_L2 ,
coding_MPEG1_L3 , /* good ol' MPEG-1 Layer 3 (MP3) */
coding_MPEG2_L1 ,
coding_MPEG2_L2 ,
coding_MPEG2_L3 ,
coding_MPEG25_L1 ,
coding_MPEG25_L2 ,
coding_MPEG25_L3 ,
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# endif
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} coding_t ;
/* The layout type specifies how the sound data is laid out in the file */
typedef enum {
/* generic */
layout_none , /* straight data */
/* interleave */
layout_interleave , /* equal interleave throughout the stream */
layout_interleave_shortblock , /* interleave with a short last block */
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#if 0
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layout_interleave_byte , /* full byte interleave */
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# endif
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/* headered blocks */
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layout_ast_blocked , /* .ast STRM with BLCK blocks*/
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layout_halpst_blocked , /* blocks with HALPST-format header */
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layout_xa_blocked ,
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layout_ea_blocked ,
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layout_caf_blocked ,
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layout_wsi_blocked ,
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layout_str_snds_blocked ,
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layout_ws_aud_blocked ,
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#if 0
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layout_strm_blocked , /* */
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# endif
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/* otherwise odd */
layout_dtk_interleave , /* dtk interleaves channels by nibble */
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# ifdef VGM_USE_VORBIS
layout_ogg_vorbis , /* ogg vorbis file */
# endif
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# ifdef VGM_USE_MPEG
layout_fake_mpeg , /* MPEG audio stream with bad frame headers (AHX) */
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layout_mpeg , /* proper MPEG audio stream */
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# endif
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} layout_t ;
/* The meta type specifies how we know what we know about the file. We may know because of a header we read, some of it may have been guessed from filenames, etc. */
typedef enum {
/* DSP-specific */
meta_DSP_STD , /* standard GC ADPCM (DSP) header */
meta_DSP_CSTR , /* Star Fox Assault "Cstr" */
meta_DSP_RS03 , /* Metroid Prime 2 "RS03" */
meta_DSP_STM , /* Paper Mario 2 STM */
meta_DSP_HALP , /* SSB:M "HALPST" */
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meta_DSP_AGSC , /* Metroid Prime 2 title */
meta_DSP_MPDSP , /* Monopoly Party single header stereo */
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meta_DSP_JETTERS , /* Bomberman Jetters .dsp */
meta_DSP_MSS ,
meta_DSP_GCM ,
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meta_DSP_STR , /* Conan .str files */
meta_DSP_SADB , /* .sad */
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meta_DSP_WSI , /* .wsi */
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meta_DSP_AMTS , /* .amts */
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/* Nintendo */
meta_STRM , /* STRM */
meta_RSTM , /* RSTM (similar to STRM) */
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meta_AFC , /* AFC */
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meta_AST , /* AST */
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meta_RWSD , /* single-stream RWSD */
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meta_RSTM_SPM , /* RSTM with 44->22khz hack */
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/* CRI ADX */
meta_ADX_03 , /* ADX "type 03" */
meta_ADX_04 , /* ADX "type 04" */
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meta_ADX_05 , /* ADX "type 05" */
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/* etc */
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meta_NGC_ADPDTK , /* NGC DTK/ADP, no header (.adp) */
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meta_kRAW , /* almost headerless PCM */
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meta_RSF , /* Retro Studios RSF, no header (.rsf) */
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meta_HALPST , /* HAL Labs HALPST */
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meta_GCSW , /* GCSW (PCM) */
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meta_CFN , /* Namco CAF Audio File */
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meta_PS2_SShd , /* .ADS with SShd header */
meta_PS2_NPSF , /* Namco Production Sound File */
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meta_PS2_RXW , /* Sony Arc The Lad Sound File */
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meta_PS2_RAW , /* RAW Interleaved Format */
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meta_PS2_EXST , /* Shadow of Colossus EXST */
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meta_PS2_SVAG , /* Konami SVAG */
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meta_PS2_MIB , /* MIB File */
meta_PS2_MIB_MIH , /* MIB File + MIH Header*/
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meta_PS2_MIC , /* KOEI MIC File */
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meta_PS2_VAGi , /* VAGi Interleaved File */
meta_PS2_VAGp , /* VAGp Mono File */
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meta_PS2_VAGm , /* VAGp Mono File */
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meta_PS2_pGAV , /* VAGp with Little Endian Header */
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meta_PSX_GMS , /* GMS File (used in PS1 & PS2) */
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meta_PS2_STR , /* Pacman STR+STH files */
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meta_PS2_ILD , /* ILD File */
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meta_PS2_PNB , /* PsychoNauts Bgm File */
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meta_PSX_XA , /* CD-XA with RIFF header */
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meta_PS2_VAGs , /* VAG Stereo from Kingdom Hearts */
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meta_PS2_VPK , /* VPK Audio File */
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meta_PS2_BMDX , /* Beatmania thing */
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meta_PS2_IVB , /* Langrisser 3 IVB */
meta_PS2_SVS , /* Square SVS */
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meta_XBOX_WAVM , /* XBOX WAVM File */
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meta_XBOX_RIFF , /* XBOX RIFF/WAVE File */
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meta_EAXA_R2 , /* EA XA Release 2 */
meta_EAXA_R3 , /* EA XA Release 3 */
meta_EAXA_PSX , /* EA with PSX ADPCM */
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meta_RAW , /* RAW PCM file */
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meta_GENH , /* generic header */
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# ifdef VGM_USE_VORBIS
meta_ogg_vorbis , /* ogg vorbis */
# endif
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meta_AIFC , /* Audio Interchange File Format AIFF-C */
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meta_AIFF , /* Audio Interchange File Format */
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meta_STR_SNDS , /* .str with SNDS blocks and SHDR header */
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meta_WS_AUD , /* Westwood Studios .aud */
meta_WS_AUD_old , /* Westwood Studios .aud, old style */
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# ifdef VGM_USE_MPEG
meta_AHX , /* CRI AHX header (same structure as ADX) */
# endif
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meta_RIFF_WAVE , /* RIFF, for WAVs */
meta_RIFF_WAVE_POS , /* .wav + .pos for looping */
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meta_NWA , /* Visual Art's NWA */
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meta_NWA_NWAINFOINI , /* NWA w/ NWAINFO.INI for looping */
meta_NWA_GAMEEXEINI , /* NWA w/ Gameexe.ini for looping */
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} meta_t ;
typedef struct {
STREAMFILE * streamfile ; /* file used by this channel */
off_t channel_start_offset ; /* where data for this channel begins */
off_t offset ; /* current location in the file */
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off_t frame_header_offset ; /* offset of the current frame header (for WS) */
int samples_left_in_frame ; /* for WS */
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/* format specific */
/* adpcm */
int16_t adpcm_coef [ 16 ] ; /* for formats with decode coefficients built in */
union {
int16_t adpcm_history1_16 ; /* previous sample */
int32_t adpcm_history1_32 ;
} ;
union {
int16_t adpcm_history2_16 ; /* previous previous sample */
int32_t adpcm_history2_32 ;
} ;
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int adpcm_step_index ; /* for IMA */
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struct g72x_state g72x_state ; /* state for G.721 decoder, sort of big but we
might as well keep it around */
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# ifdef DEBUG
int samples_done ;
int16_t loop_history1 , loop_history2 ;
# endif
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} VGMSTREAMCHANNEL ;
typedef struct {
/* basics */
int32_t num_samples ; /* the actual number of samples in this stream */
int32_t sample_rate ; /* sample rate in Hz */
int channels ; /* number of channels */
coding_t coding_type ; /* type of encoding */
layout_t layout_type ; /* type of layout for data */
meta_t meta_type ; /* how we know the metadata */
/* looping */
int loop_flag ; /* is this stream looped? */
int32_t loop_start_sample ; /* first sample of the loop (included in the loop) */
int32_t loop_end_sample ; /* last sample of the loop (not included in the loop) */
/* channels */
VGMSTREAMCHANNEL * ch ; /* pointer to array of channels */
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/* channel copies */
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VGMSTREAMCHANNEL * start_ch ; /* copies of channel status as they were at the beginning of the stream */
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VGMSTREAMCHANNEL * loop_ch ; /* copies of channel status as they were at the loop point */
/* layout-specific */
int32_t current_sample ; /* number of samples we've passed */
int32_t samples_into_block ; /* number of samples into the current block */
/* interleave */
size_t interleave_block_size ; /* interleave for this file */
size_t interleave_smallblock_size ; /* smaller interleave for last block */
/* headered blocks */
off_t current_block_offset ; /* start of this block (offset of block header) */
size_t current_block_size ; /* size of the block we're in now */
off_t next_block_offset ; /* offset of header of the next block */
int hit_loop ; /* have we seen the loop yet? */
/* loop layout (saved values) */
int32_t loop_sample ; /* saved from current_sample, should be loop_start_sample... */
int32_t loop_samples_into_block ; /* saved from samples_into_block */
off_t loop_block_offset ; /* saved from current_block_offset */
size_t loop_block_size ; /* saved from current_block_size */
off_t loop_next_block_offset ; /* saved from next_block_offset */
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uint8_t xa_channel ; /* Selected XA Channel */
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int32_t xa_sector_length ; /* XA block */
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uint8_t ea_big_endian ; /* Big Endian ? */
uint8_t ea_compression_type ;
uint8_t ea_compression_version ;
uint8_t ea_platform ;
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int32_t ws_output_size ; /* output bytes for this block */
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void * start_vgmstream ; /* a copy of the VGMSTREAM as it was at the beginning of the stream */
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/* Data the codec needs for the whole stream. This is for codecs too
* different from vgmstream ' s structure to be reasonably shoehorned into
* using the ch structures .
* Note also that support must be added for resetting , looping and
* closing for every codec that uses this , as it will not be handled . */
void * codec_data ;
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} VGMSTREAM ;
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# ifdef VGM_USE_VORBIS
typedef struct {
STREAMFILE * streamfile ;
ogg_int64_t offset ;
ogg_int64_t size ;
} ogg_vorbis_streamfile ;
typedef struct {
OggVorbis_File ogg_vorbis_file ;
int bitstream ;
ogg_vorbis_streamfile ov_streamfile ;
} ogg_vorbis_codec_data ;
# endif
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# ifdef VGM_USE_MPEG
# define AHX_EXPECTED_FRAME_SIZE 0x414
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/* MPEG_BUFFER_SIZE should be >= AHX_EXPECTED_FRAME_SIZE */
# define MPEG_BUFFER_SIZE 0x1000
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typedef struct {
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uint8_t buffer [ MPEG_BUFFER_SIZE ] ;
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int buffer_used ;
int buffer_full ;
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size_t bytes_in_buffer ;
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mpg123_handle * m ;
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} mpeg_codec_data ;
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# endif
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/* do format detection, return pointer to a usable VGMSTREAM, or NULL on failure */
VGMSTREAM * init_vgmstream ( const char * const filename ) ;
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VGMSTREAM * init_vgmstream_from_STREAMFILE ( STREAMFILE * streamFile ) ;
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/* reset a VGMSTREAM to start of stream */
void reset_vgmstream ( VGMSTREAM * vgmstream ) ;
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/* allocate a VGMSTREAM and channel stuff */
VGMSTREAM * allocate_vgmstream ( int channel_count , int looped ) ;
/* deallocate, close, etc. */
void close_vgmstream ( VGMSTREAM * vgmstream ) ;
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/* calculate the number of samples to be played based on looping parameters */
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int32_t get_vgmstream_play_samples ( double looptimes , double fadeseconds , double fadedelayseconds , VGMSTREAM * vgmstream ) ;
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/* render! */
void render_vgmstream ( sample * buffer , int32_t sample_count , VGMSTREAM * vgmstream ) ;
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/* smallest self-contained group of samples is a frame */
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int get_vgmstream_samples_per_frame ( VGMSTREAM * vgmstream ) ;
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/* number of bytes per frame */
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int get_vgmstream_frame_size ( VGMSTREAM * vgmstream ) ;
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/* in NDS IMA the frame size is the block size, so the last one is short */
int get_vgmstream_samples_per_shortframe ( VGMSTREAM * vgmstream ) ;
int get_vgmstream_shortframe_size ( VGMSTREAM * vgmstream ) ;
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/* Assume that we have written samples_written into the buffer already, and we have samples_to_do consecutive
* samples ahead of us . Decode those samples into the buffer . */
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void decode_vgmstream ( VGMSTREAM * vgmstream , int samples_written , int samples_to_do , sample * buffer ) ;
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/* calculate number of consecutive samples to do (taking into account stopping for loop start and end) */
int vgmstream_samples_to_do ( int samples_this_block , int samples_per_frame , VGMSTREAM * vgmstream ) ;
/* Detect start and save values, also detect end and restore values. Only works on exact sample values.
* Returns 1 if loop was done . */
int vgmstream_do_loop ( VGMSTREAM * vgmstream ) ;
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/* Write a description of the stream into array pointed by desc,
* which must be length bytes long . Will always be null - terminated if length > 0
*/
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void describe_vgmstream ( VGMSTREAM * vgmstream , char * desc , int length ) ;
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/* See if there is a second file which may be the second channel, given
* already opened mono opened_stream which was opened from filename .
* If a suitable file is found , open it and change opened_stream to a
* stereo stream . */
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void try_dual_file_stereo ( VGMSTREAM * opened_stream , STREAMFILE * streamFile ) ;
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# endif