mirror of
https://github.com/vgmstream/vgmstream.git
synced 2024-11-27 16:10:48 +01:00
Add S3V support for SVDX (AC). Fix looping for 2DX9 and SD9.
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parent
9d47eded30
commit
1b4049c445
@ -431,7 +431,7 @@ static const char* extension_list[] = {
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"rxx", //txth/reserved [Full Auto (X360)]
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"rxx", //txth/reserved [Full Auto (X360)]
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"s14",
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"s14",
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"s3v", //txth/reserved [Sound Voltex 5 (AC)]
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"s3v", //Sound Voltex (AC)
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"sab",
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"sab",
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"sad",
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"sad",
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"saf",
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"saf",
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@ -1388,6 +1388,7 @@ static const meta_info meta_info_list[] = {
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{meta_DSP_APEX, "Koei Tecmo APEX header"},
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{meta_DSP_APEX, "Koei Tecmo APEX header"},
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{meta_MPEG, "MPEG header"},
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{meta_MPEG, "MPEG header"},
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{meta_SSPF, "Konami SSPF header"},
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{meta_SSPF, "Konami SSPF header"},
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{meta_S3V, "Konami S3V header"},
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};
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};
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void get_vgmstream_coding_description(VGMSTREAM* vgmstream, char* out, size_t out_size) {
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void get_vgmstream_coding_description(VGMSTREAM* vgmstream, char* out, size_t out_size) {
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@ -245,6 +245,7 @@
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<ClCompile Include="meta\ps2_iab.c" />
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<ClCompile Include="meta\ps2_iab.c" />
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<ClCompile Include="meta\mss.c" />
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<ClCompile Include="meta\mss.c" />
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<ClCompile Include="meta\mtaf.c" />
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<ClCompile Include="meta\mtaf.c" />
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<ClCompile Include="meta\s3v.c" />
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<ClCompile Include="meta\spm.c" />
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<ClCompile Include="meta\spm.c" />
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<ClCompile Include="meta\rad.c" />
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<ClCompile Include="meta\rad.c" />
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<ClCompile Include="meta\sbk.c" />
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<ClCompile Include="meta\sbk.c" />
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@ -1981,5 +1981,8 @@
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<ClCompile Include="meta\sspf.c">
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<ClCompile Include="meta\sspf.c">
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<Filter>meta\Source Files</Filter>
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<Filter>meta\Source Files</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="meta\s3v.c">
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<Filter>meta\Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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@ -24,7 +24,7 @@ VGMSTREAM * init_vgmstream_2dx9(STREAMFILE *streamFile) {
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if (read_32bitBE(0x6a,streamFile) != 0x64617461) /* data */
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if (read_32bitBE(0x6a,streamFile) != 0x64617461) /* data */
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goto fail;
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goto fail;
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loop_flag = 0;
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loop_flag = (read_16bitLE(0x0e,streamFile) > 0);
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channel_count = read_16bitLE(0x2e,streamFile);
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channel_count = read_16bitLE(0x2e,streamFile);
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start_offset = 0x72;
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start_offset = 0x72;
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@ -35,6 +35,11 @@ VGMSTREAM * init_vgmstream_2dx9(STREAMFILE *streamFile) {
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vgmstream->meta_type = meta_2DX9;
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vgmstream->meta_type = meta_2DX9;
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vgmstream->sample_rate = read_32bitLE(0x30,streamFile);
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vgmstream->sample_rate = read_32bitLE(0x30,streamFile);
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vgmstream->num_samples = read_32bitLE(0x66,streamFile);
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vgmstream->num_samples = read_32bitLE(0x66,streamFile);
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if (loop_flag) {
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vgmstream->loop_start_sample = 0;
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vgmstream->loop_end_sample = vgmstream->num_samples;
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}
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vgmstream->coding_type = coding_MSADPCM;
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vgmstream->coding_type = coding_MSADPCM;
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vgmstream->layout_type = layout_none;
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vgmstream->layout_type = layout_none;
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vgmstream->frame_size = read_16bitLE(0x38,streamFile);
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vgmstream->frame_size = read_16bitLE(0x38,streamFile);
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@ -980,4 +980,6 @@ VGMSTREAM* init_vgmstream_mpeg(STREAMFILE* sf);
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VGMSTREAM* init_vgmstream_sspf(STREAMFILE* sf);
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VGMSTREAM* init_vgmstream_sspf(STREAMFILE* sf);
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VGMSTREAM* init_vgmstream_s3v(STREAMFILE* sf);
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#endif /*_META_H*/
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#endif /*_META_H*/
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62
src/meta/s3v.c
Normal file
62
src/meta/s3v.c
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@ -0,0 +1,62 @@
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#include "meta.h"
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#include "../coding/coding.h"
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/* S3V - from Konami arcade games [SOUND VOLTEX series (AC)] */
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VGMSTREAM * init_vgmstream_s3v(STREAMFILE *sf) {
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VGMSTREAM * vgmstream = NULL;
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off_t start_offset;
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int32_t channel_count, loop_flag;
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size_t data_size;
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/* checks */
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if (!check_extensions(sf, "s3v"))
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goto fail;
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/* check header */
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if (read_32bitBE(0x00,sf) != 0x53335630) /* S3V0 */
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goto fail;
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/* No discernible loop_flag so we'll just use signatures.
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Might have to update on a per game basis. */
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switch (read_32bitBE(0x14, sf)) {
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case 0x82FA0000: // SOUND VOLTEX EXCEED GEAR ver5
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case 0x1BFD0000: // SOUND VOLTEX EXCEED GEAR ver6
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loop_flag = 1;
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break;
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default:
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loop_flag = 0;
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}
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start_offset = 0x20;
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data_size = read_32bitLE(0x08, sf);
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channel_count = 2;
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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_S3V;
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#ifdef VGM_USE_FFMPEG
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vgmstream->codec_data = init_ffmpeg_offset(sf, start_offset, data_size);
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if (!vgmstream->codec_data) goto fail;
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vgmstream->sample_rate = ffmpeg_get_sample_rate(vgmstream->codec_data);
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vgmstream->num_samples = ffmpeg_get_samples(vgmstream->codec_data);
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if (loop_flag) {
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vgmstream->loop_start_sample = read_32bitLE(0x10, sf);
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vgmstream->loop_end_sample = vgmstream->num_samples;
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}
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vgmstream->coding_type = coding_FFmpeg;
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vgmstream->layout_type = layout_none;
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#endif
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if (!vgmstream_open_stream(vgmstream, sf, 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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@ -22,12 +22,11 @@ VGMSTREAM * init_vgmstream_sd9(STREAMFILE *streamFile) {
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if (read_32bitBE(0x72, streamFile) != 0x64617461) /* data */
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if (read_32bitBE(0x72, streamFile) != 0x64617461) /* data */
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goto fail;
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goto fail;
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/* Probably better to check if loop end exists and use as loop flag.
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/* Some SD9s may loop without any loop points specificed.
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Blame SD9s from beatmania IIDX 21: Spada that have a flase flag
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If loop_flag is set with no points, loop entire song. */
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but still "loop" */
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//loop_flag = (read_16bitLE(0x0e,streamFile)==0x1);
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loop_flag = read_16bitLE(0x0e,streamFile);
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loop_flag = read_32bitLE(0x18, streamFile); // use loop end
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//loop_flag = read_32bitLE(0x18, streamFile); // use loop end
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channel_count = read_16bitLE(0x36, streamFile);
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channel_count = read_16bitLE(0x36, streamFile);
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start_offset = 0x7a;
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start_offset = 0x7a;
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@ -37,7 +36,17 @@ VGMSTREAM * init_vgmstream_sd9(STREAMFILE *streamFile) {
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vgmstream->sample_rate = read_32bitLE(0x38, streamFile);
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vgmstream->sample_rate = read_32bitLE(0x38, streamFile);
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vgmstream->num_samples = read_32bitLE(0x6e, streamFile);
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vgmstream->num_samples = read_32bitLE(0x6e, streamFile);
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if (loop_flag) {
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if (loop_flag > 0) {
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vgmstream->loop_start_sample = read_32bitLE(0x14, streamFile) / 2 / channel_count;
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vgmstream->loop_end_sample = read_32bitLE(0x18, streamFile) / 2 / channel_count;
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if (vgmstream->loop_end_sample == 0) {
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vgmstream->loop_end_sample = vgmstream->num_samples;
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}
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}
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/* beatmania IIDX 21: Spada is a special case. Loop flag is false but loops exist.
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Konami, Why? */
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if ((loop_flag < 0) && (read_32bitLE(0x18, streamFile) !=0)) {
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vgmstream->loop_start_sample = read_32bitLE(0x14, streamFile) / 2 / channel_count;
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vgmstream->loop_start_sample = read_32bitLE(0x14, streamFile) / 2 / channel_count;
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vgmstream->loop_end_sample = read_32bitLE(0x18, streamFile) / 2 / channel_count;
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vgmstream->loop_end_sample = read_32bitLE(0x18, streamFile) / 2 / channel_count;
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}
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}
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@ -521,6 +521,7 @@ VGMSTREAM* (*init_vgmstream_functions[])(STREAMFILE* sf) = {
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init_vgmstream_ubi_ckd_cwav,
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init_vgmstream_ubi_ckd_cwav,
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init_vgmstream_sspf,
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init_vgmstream_sspf,
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init_vgmstream_opus_rsnd,
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init_vgmstream_opus_rsnd,
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init_vgmstream_s3v,
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/* lower priority metas (no clean header identity, somewhat ambiguous, or need extension/companion file to identify) */
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/* lower priority metas (no clean header identity, somewhat ambiguous, or need extension/companion file to identify) */
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init_vgmstream_mpeg,
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init_vgmstream_mpeg,
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@ -755,6 +755,7 @@ typedef enum {
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meta_DSP_APEX,
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meta_DSP_APEX,
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meta_MPEG,
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meta_MPEG,
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meta_SSPF,
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meta_SSPF,
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meta_S3V,
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} meta_t;
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} meta_t;
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