vgmstream/src/meta/vas.c

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#include "meta.h"
#include "../coding/coding.h"
/* VAS - Manhunt 2 [PSP] */
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VGMSTREAM* init_vgmstream_vas(STREAMFILE* sf) {
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VGMSTREAM* vgmstream = NULL;
off_t stream_offset;
size_t data_size, stream_size;
int sample_rate, num_streams, channels, loop_flag = 0;
int is_v2, block_size, target_subsong = sf->stream_index;
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/* checks */
/* VAGs: v1, used in prerelease builds
* 2AGs: v2, used in the final release */
if (!is_id32be(0x00, sf, "VAGs") && !is_id32be(0x00, sf, "2AGs"))
goto fail;
if (!check_extensions(sf, "vas"))
goto fail;
data_size = read_u32le(0x04, sf);
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sample_rate = read_u16le(0x08, sf);
if (read_u8(0x0A, sf)) goto fail; /* always 0? */
num_streams = read_u8(0x0B, sf);
if (num_streams < 1 || num_streams > 32) goto fail;
if (!target_subsong) target_subsong = 1;
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is_v2 = is_id32be(0x00, sf, "2AGs");
block_size = 0x40;
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stream_offset = 0x0C;
/* only in v2, 32 byte buffer of the intended order for stream blocks */
if (is_v2) stream_offset += 0x20;
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/* might conflict with the standard VAG otherwise */
if (data_size + stream_offset != get_streamfile_size(sf))
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goto fail;
target_subsong -= 1; /* zero index */
/* currently threre are no known v1 multi-stream blocked sounds, prerelease
* builds also use v2 for those, but this should be how v1 works in theory */
stream_offset += block_size * (is_v2 ? read_u8(0x0C + target_subsong, sf) : target_subsong);
stream_size = data_size / num_streams;
channels = 1; /* might be read_u8(0x0A, sf) + 1? */
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/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channels, loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_VAS;
vgmstream->coding_type = coding_PSX;
vgmstream->num_streams = num_streams;
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vgmstream->sample_rate = sample_rate;
vgmstream->stream_size = stream_size;
vgmstream->interleave_block_size = 0;
vgmstream->layout_type = layout_blocked_vas;
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vgmstream->num_samples = ps_bytes_to_samples(stream_size, channels);
if (!vgmstream_open_stream(vgmstream, sf, stream_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}