vgmstream/src/meta/mic_koei.c

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1.8 KiB
C
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#include "meta.h"
#include "../coding/coding.h"
/* .MIC - from KOEI games [Crimson Sea 2 (PS2), Dynasty Tactics 2 (PS2)] */
VGMSTREAM* init_vgmstream_mic_koei(STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
off_t start_offset;
int loop_flag, channels, loop_start, loop_end, sample_rate;
size_t interleave, block_size;
/* checks */
if (!check_extensions(sf, "mic"))
goto fail;
/* simple header so throws some extra in some checks */
start_offset = read_u32le(0x00,sf);
if (start_offset != 0x800) goto fail;
sample_rate = read_u32le(0x04,sf);
channels = read_u32le(0x08,sf);
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if (channels > 4) goto fail; /* 1/2/4 are known */
interleave = read_u32le(0x0c,sf);
if (interleave != 0x10 && interleave != 0x20) goto fail;
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loop_end = read_s32le(0x10,sf);
loop_start = read_s32le(0x14,sf);
if (read_u32le(0x18,sf) != 0) goto fail;
if (read_u32le(0x1c,sf) != 0) goto fail;
loop_flag = (loop_start != 1);
block_size = interleave * channels;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channels, loop_flag);
if (!vgmstream) goto fail;
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vgmstream->meta_type = meta_MIC_KOEI;
vgmstream->sample_rate = sample_rate;
vgmstream->coding_type = coding_PSX;
vgmstream->interleave_block_size = interleave;
vgmstream->layout_type = layout_interleave;
vgmstream->num_samples = ps_bytes_to_samples(loop_end * block_size, channels);
vgmstream->loop_start_sample = ps_bytes_to_samples(loop_start * block_size, channels);
vgmstream->loop_end_sample = vgmstream->num_samples;
if (!vgmstream_open_stream(vgmstream, sf, start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}