vgmstream/src/meta/vgs_ps.c

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C
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#include "meta.h"
#include "../coding/coding.h"
/* VGS - from Princess Soft games [Gin no Eclipse (PS2), Metal Wolf REV (PS2)] */
VGMSTREAM* init_vgmstream_vgs_ps(STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
off_t start_offset;
size_t data_size, channel_size, interleave, sample_rate;
int loop_flag, channels;
int32_t loop_start = 0, loop_end = 0;
/* check */
if (!check_extensions(sf,"vgs"))
goto fail;
if (!is_id32be(0x00,sf, "VGS\0")) /* 'VAG stereo', presumably (simple VAG clone) */
goto fail;
start_offset = 0x30;
data_size = get_streamfile_size(sf) - start_offset;
/* test PS-ADPCM null frame for 2nd channel to detect interleave */
if (read_u32be(0x20000 + start_offset,sf) == 0) {
interleave = 0x20000; /* common */
}
else if (read_u32be(0x8000 + start_offset,sf) == 0) {
interleave = 0x8000; /* Ishikura Noboru no Igo Kouza: Chuukyuuhen (PS2) */
}
else {
goto fail;
}
channels = 2;
channel_size = read_u32be(0x0c,sf);
sample_rate = read_s32be(0x10,sf);
loop_flag = 0; /* all files have loop flags but simply fade out normally and repeat */
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channels, loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_VGS_PS;
vgmstream->sample_rate = sample_rate;
vgmstream->num_samples = ps_bytes_to_samples(channel_size, 1);
vgmstream->loop_start_sample = loop_start;
vgmstream->loop_end_sample = loop_end;
vgmstream->coding_type = coding_PSX;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = interleave;
if (vgmstream->interleave_block_size)
vgmstream->interleave_last_block_size = (data_size % (vgmstream->interleave_block_size * channels)) / channels;
read_string(vgmstream->stream_name,0x10+1, 0x20,sf); /* always, can be null */
if (!vgmstream_open_stream(vgmstream, sf, start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}