vgmstream/src/layout/str_ctrl_blocked.c

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#include "layout.h"
#include "../vgmstream.h"
/* set up for the block at the given offset */
void str_ctrl_block_update(off_t block_offset, VGMSTREAM * vgmstream) {
off_t current_chunk;
size_t file_size;
int i;
STREAMFILE *streamfile;
int FoundSSMP = 0;
off_t SSMP_offset = -1;
current_chunk = block_offset;
streamfile = vgmstream->ch[0].streamfile;
file_size = get_streamfile_size(streamfile);
/* we may have to skip some chunks */
while (!FoundSSMP && current_chunk < file_size) {
if (current_chunk+read_32bitBE(current_chunk+4,streamfile)>=file_size)
break;
switch (read_32bitBE(current_chunk,streamfile)) {
case 0x534e4453: /* SNDS */
/* SSMP */
if (read_32bitBE(current_chunk+0x10,streamfile)==0x53534d50) {
FoundSSMP = 1;
SSMP_offset = current_chunk;
}
break;
case 0x46494c4c: /* FILL, the main culprit */
default:
break;
}
current_chunk += read_32bitBE(current_chunk+4,streamfile);
}
if (!FoundSSMP) {
/* if we couldn't find it all we can do is try playing the current
* block, which is going to suck */
vgmstream->current_block_offset = block_offset;
}
vgmstream->current_block_offset = SSMP_offset;
vgmstream->current_block_size = (read_32bitBE(
vgmstream->current_block_offset+4,
vgmstream->ch[0].streamfile) - 0x18) * vgmstream->channels;
vgmstream->next_block_offset = vgmstream->current_block_offset +
read_32bitBE(vgmstream->current_block_offset+4,
vgmstream->ch[0].streamfile);
for (i=0;i<vgmstream->channels;i++) {
vgmstream->ch[i].offset = vgmstream->current_block_offset + 0x18;
}
}