vgmstream/src/meta/gin.c

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#include "meta.h"
#include "../coding/coding.h"
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VGMSTREAM * init_vgmstream_gin_header(STREAMFILE *streamFile, off_t offset);
/* .gin - EA engine sounds [Need for Speed: Most Wanted (multi)] */
VGMSTREAM * init_vgmstream_gin(STREAMFILE *streamFile) {
if (!check_extensions(streamFile, "gin"))
goto fail;
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return init_vgmstream_gin_header(streamFile, 0x00);
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fail:
return NULL;
}
VGMSTREAM * init_vgmstream_gin_header(STREAMFILE *streamFile, off_t offset) {
VGMSTREAM * vgmstream = NULL;
off_t start_offset;
int loop_flag, channel_count, sample_rate, num_samples;
/* checks */
if (read_32bitBE(offset + 0x00, streamFile) != 0x476E7375) /* "Gnsu" */
goto fail;
/* contains mapped values for engine RPM sounds but we'll just play the whole thing */
/* 0x04: size? "20\00\00"? */
/* 0x08/0c: min/max float RPM? */
/* 0x10: RPM up? (pitch/frequency) table size */
/* 0x14: RPM ??? table size */
/* always LE even on X360/PS3 */
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num_samples = read_32bitLE(offset + 0x18, streamFile);
sample_rate = read_32bitLE(offset + 0x1c, streamFile);
start_offset = offset + 0x20 +
(read_32bitLE(offset + 0x10, streamFile) + 1) * 0x04 +
(read_32bitLE(offset + 0x14, streamFile) + 1) * 0x04;
channel_count = 1;
loop_flag = 0;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count, loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_GIN;
vgmstream->sample_rate = sample_rate;
vgmstream->num_samples = num_samples;
vgmstream->coding_type = coding_EA_XAS_V0;
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vgmstream->layout_type = layout_none;
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/* calculate size for TMX */
vgmstream->stream_size = (align_size_to_block(num_samples, 32) / 32) * 0x13;
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if (!vgmstream_open_stream(vgmstream, streamFile, start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}