vgmstream/src/meta/ps3_xvag.c

67 lines
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C
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#include "meta.h"
#include "../util.h"
/* XVAG (from Ratchet & Clank Future: Quest for Booty) */
VGMSTREAM * init_vgmstream_ps3_xvag(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
char filename[260];
off_t start_offset;
int loop_flag;
int channel_count;
/* check extension, case insensitive */
streamFile->get_name(streamFile,filename,sizeof(filename));
if (strcasecmp("xvag",filename_extension(filename))) goto fail;
/* check header */
if (read_32bitBE(0x00,streamFile) != 0x58564147) /* "XVAG" */
goto fail;
loop_flag = 0;
channel_count = read_32bitBE(0x28,streamFile);
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count,loop_flag);
if (!vgmstream) goto fail;
/* fill in the vital statistics */
start_offset = read_32bitBE(0x4,streamFile);
vgmstream->channels = channel_count;
vgmstream->sample_rate = read_32bitBE(0x3c,streamFile);
vgmstream->coding_type = coding_PSX;
vgmstream->num_samples = read_32bitBE(0x30,streamFile);
if (loop_flag) {
vgmstream->loop_start_sample = read_32bitBE(0x24,streamFile);;
vgmstream->loop_end_sample = vgmstream->num_samples;
}
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = 0x10;
vgmstream->meta_type = meta_PS3_XVAG;
/* open the file for reading */
{
int i;
STREAMFILE * file;
file = streamFile->open(streamFile,filename,STREAMFILE_DEFAULT_BUFFER_SIZE);
if (!file) goto fail;
for (i=0;i<channel_count;i++) {
vgmstream->ch[i].streamfile = file;
vgmstream->ch[i].channel_start_offset=
vgmstream->ch[i].offset=start_offset+
vgmstream->interleave_block_size*i;
}
}
return vgmstream;
/* clean up anything we may have opened */
fail:
if (vgmstream) close_vgmstream(vgmstream);
return NULL;
}