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