vgmstream/src/meta/csmp.c

57 lines
2.0 KiB
C
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#include "meta.h"
#include "../coding/coding.h"
/* CSMP - Retro Studios sample [Metroid Prime 3 (Wii), Donkey Kong Country Returns (Wii)] */
VGMSTREAM * init_vgmstream_csmp(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
off_t start_offset, first_offset = 0x08, chunk_offset;
int loop_flag, channel_count;
/* checks */
if (!check_extensions(streamFile, "csmp"))
goto fail;
if (read_32bitBE(0x00, streamFile) != 0x43534D50) /* "CSMP" */
goto fail;
if (read_32bitBE(0x04, streamFile) != 1) /* version? */
goto fail;
if (!find_chunk(streamFile, 0x44415441,first_offset,0, &chunk_offset,NULL, 1, 0)) /*"DATA"*/
goto fail;
/* contains standard DSP header, but somehow some validations (start/loop ps)
* don't seem to work, so no point to handle as standard DSP */
channel_count = 1;
loop_flag = read_16bitBE(chunk_offset+0x0c,streamFile);
start_offset = chunk_offset + 0x60;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count,loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_DSP_CSMP;
vgmstream->sample_rate = read_32bitBE(chunk_offset+0x08,streamFile);
vgmstream->num_samples = read_32bitBE(chunk_offset+0x00,streamFile);
vgmstream->loop_start_sample = dsp_nibbles_to_samples(read_32bitBE(chunk_offset+0x10,streamFile));
vgmstream->loop_end_sample = dsp_nibbles_to_samples(read_32bitBE(chunk_offset+0x14,streamFile))+1;
if (vgmstream->loop_end_sample > vgmstream->num_samples) /* ? */
vgmstream->loop_end_sample = vgmstream->num_samples;
vgmstream->coding_type = coding_NGC_DSP;
vgmstream->layout_type = layout_none;
dsp_read_coefs_be(vgmstream, streamFile, chunk_offset+0x1c, 0x00);
dsp_read_hist_be(vgmstream, streamFile, chunk_offset+0x40, 0x00);
if (!vgmstream_open_stream(vgmstream,streamFile,start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}