vgmstream/src/meta/nds_hwas.c

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#include "meta.h"
#include "../layout/layout.h"
#include "../coding/coding.h"
/* HWAS - found in Vicarious Visions NDS games (Spider-Man 3, Tony Hawk's Downhill Jam, etc) */
VGMSTREAM * init_vgmstream_nds_hwas(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
off_t start_offset;
int channel_count, loop_flag = 0;
2018-04-18 20:11:42 +02:00
/* checks */
/* .hwas: usually in archives but also found named (ex. Guitar Hero On Tour) */
if (!check_extensions(streamFile,"hwas"))
goto fail;
if (read_32bitBE(0x00,streamFile) != 0x73617768) /* "sawh" */
goto fail;
loop_flag = 1; /* almost all files seem to loop (usually if num_samples != loop_end doesn't loop, but not always) */
channel_count = read_32bitLE(0x0C,streamFile);
if (channel_count > 1) goto fail; /* unknown block layout when stereo, not seen */
start_offset = 0x200;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count,loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_NDS_HWAS;
vgmstream->sample_rate = read_32bitLE(0x08,streamFile);
vgmstream->num_samples = ima_bytes_to_samples(read_32bitLE(0x14,streamFile), channel_count);
vgmstream->loop_start_sample = ima_bytes_to_samples(read_32bitLE(0x10,streamFile), channel_count); //assumed, always 0
vgmstream->loop_end_sample = ima_bytes_to_samples(read_32bitLE(0x18,streamFile), channel_count);
vgmstream->coding_type = coding_IMA_int;
vgmstream->layout_type = layout_blocked_hwas;
vgmstream->full_block_size = read_32bitLE(0x04,streamFile); /* usually 0x2000, 0x4000 or 0x8000 */
if (!vgmstream_open_stream(vgmstream,streamFile,start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}