vgmstream/src/meta/wady.c

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C
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#include "meta.h"
#include "../coding/coding.h"
/* WADY - from Marble engine games [Eien no Owari ni (PC), Elf no Futagohime (PC)] */
VGMSTREAM* init_vgmstream_wady(STREAMFILE *sf) {
VGMSTREAM* vgmstream = NULL;
off_t start_offset;
int loop_flag, channels, sample_rate, scale, num_samples;
size_t codec_size;
/* checks */
/* .way/extensionless: found in some bigfiles */
if (!check_extensions(sf, "way,"))
goto fail;
if (read_u32be(0x00,sf) != 0x57414459) /* "WADY" */
goto fail;
/* 0x04: none */
scale = read_u8(0x05,sf);
channels = read_u16le(0x06,sf);
sample_rate = read_s32le(0x08,sf);
codec_size = read_u32le(0x0c,sf);
num_samples = read_s32le(0x10,sf);
/* 0x14: PCM size? */
/* 0x18/1c: null */
/* 0x20: fmt-like subheader (codec/channels/srate/bitrate/bps/spf) */
start_offset = 0x30;
loop_flag = 0;
//todo implement
/* codec variation used in SFX */
if (codec_size + start_offset != get_streamfile_size(sf))
goto fail;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channels, loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_WADY;
vgmstream->sample_rate = sample_rate;
vgmstream->coding_type = coding_WADY;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = 0x01;
vgmstream->num_samples = num_samples;
{
int i;
for (i = 0; i < channels; i++) {
vgmstream->ch[i].adpcm_scale = scale;
}
}
if (!vgmstream_open_stream(vgmstream, sf, start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}