vgmstream/src/layout/blocked_ea_sns.c

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#include "layout.h"
#include "../coding/coding.h"
#include "../vgmstream.h"
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/* EA SNS/SPS blocks */
void block_update_ea_sns(off_t block_offset, VGMSTREAM * vgmstream) {
STREAMFILE* streamFile = vgmstream->ch[0].streamfile;
uint32_t block_size, block_samples;
size_t file_size = get_streamfile_size(streamFile);
int i;
/* always BE */
block_size = read_32bitBE(block_offset + 0x00,streamFile);
block_samples = read_32bitBE(block_offset + 0x04,streamFile);
/* EOF */
if (block_size == 0 || block_offset >= file_size) {
vgmstream->current_block_offset = file_size;
vgmstream->next_block_offset = file_size + 0x04;
vgmstream->current_block_samples = vgmstream->num_samples;
return;
}
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/* At 0x00(1): block flag
* - in SNS: 0x00=normal block, 0x80=last block (not mandatory)
* - in SPS: 0x48=header, 0x44=normal block, 0x45=last block (empty) */
block_size &= 0x00FFFFFF;
for (i = 0; i < vgmstream->channels; i++) {
off_t channel_start = 0x00;
vgmstream->ch[i].offset = block_offset + 0x08 + channel_start;
/* also fix first offset (for EALayer3) */
if (block_offset == vgmstream->ch[i].channel_start_offset) {
vgmstream->ch[i].channel_start_offset = vgmstream->ch[i].offset;
}
}
vgmstream->current_block_offset = block_offset;
vgmstream->next_block_offset = block_offset + block_size;
vgmstream->current_block_samples = block_samples;
}