vgmstream/src/meta/sthd.c

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#include "meta.h"
#include "../coding/coding.h"
#include "../layout/layout.h"
/* STHD - Dream Factory .stx [Kakuto Chojin (Xbox)] */
VGMSTREAM * init_vgmstream_sthd(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
off_t start_offset;
int loop_flag, channel_count;
/* checks */
if (!check_extensions(streamFile, "stx"))
goto fail;
if (read_32bitBE(0x00,streamFile) != 0x53544844) /* "STHD" */
goto fail;
/* first block has special values */
if (read_32bitLE(0x04,streamFile) != 0x0800 &&
read_32bitLE(0x0c,streamFile) != 0x0001 &&
read_32bitLE(0x14,streamFile) != 0x0000)
goto fail;
channel_count = read_16bitLE(0x06,streamFile);
loop_flag = read_16bitLE(0x18,streamFile) != -1;
start_offset = 0x800;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count, loop_flag);
if (!vgmstream) goto fail;
vgmstream->sample_rate = read_32bitLE(0x20, streamFile); /* repeated ~8 times? */
vgmstream->meta_type = meta_STHD;
vgmstream->coding_type = coding_XBOX_IMA_int;
vgmstream->layout_type = layout_blocked_sthd;
if (!vgmstream_open_stream(vgmstream,streamFile,start_offset))
goto fail;
/* calc num_samples manually (blocks data varies in size) */
{
/* loop values may change to +1 in first actual block, but this works ok enough */
int loop_start_block = (uint16_t)read_16bitLE(0x1a,streamFile);
int loop_end_block = (uint16_t)read_16bitLE(0x1c,streamFile);
int block_count = 1; /* header block = 0 */
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vgmstream->next_block_offset = start_offset;
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do {
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block_update_sthd(vgmstream->next_block_offset,vgmstream);
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if (block_count == loop_start_block)
vgmstream->loop_start_sample = vgmstream->num_samples;
if (block_count == loop_end_block)
vgmstream->loop_end_sample = vgmstream->num_samples;
vgmstream->num_samples += xbox_ima_bytes_to_samples(vgmstream->current_block_size, 1);
block_count++;
}
while (vgmstream->next_block_offset < get_streamfile_size(streamFile));
}
block_update_sthd(start_offset, vgmstream);
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}