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https://github.com/vgmstream/vgmstream.git
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Fix EA EAAC looping for RAM assets
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parent
f4189f2482
commit
1f6c384a48
@ -330,6 +330,7 @@ static VGMSTREAM * parse_s10a_header(STREAMFILE *streamFile, off_t offset, uint1
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if (ast_offset == 0xFFFFFFFF) {
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if (ast_offset == 0xFFFFFFFF) {
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/* RAM asset */
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/* RAM asset */
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sns_offset = snr_offset + get_snr_size(streamFile, snr_offset);
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sns_offset = snr_offset + get_snr_size(streamFile, snr_offset);
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;VGM_LOG("EA S10A: RAM at sns=%lx, sns=%lx\n", snr_offset, sns_offset);
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vgmstream = init_vgmstream_eaaudiocore_header(streamFile, streamFile, snr_offset, sns_offset, meta_EA_SNR_SNS);
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vgmstream = init_vgmstream_eaaudiocore_header(streamFile, streamFile, snr_offset, sns_offset, meta_EA_SNR_SNS);
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if (!vgmstream)
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if (!vgmstream)
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goto fail;
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goto fail;
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@ -344,6 +345,7 @@ static VGMSTREAM * parse_s10a_header(STREAMFILE *streamFile, off_t offset, uint1
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goto fail;
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goto fail;
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sns_offset = ast_offset;
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sns_offset = ast_offset;
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;VGM_LOG("EA S10A: stream at sns=%lx, sns=%lx\n", snr_offset, sns_offset);
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vgmstream = init_vgmstream_eaaudiocore_header(streamFile, astFile, snr_offset, sns_offset, meta_EA_SNR_SNS);
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vgmstream = init_vgmstream_eaaudiocore_header(streamFile, astFile, snr_offset, sns_offset, meta_EA_SNR_SNS);
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if (!vgmstream)
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if (!vgmstream)
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goto fail;
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goto fail;
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@ -519,20 +521,22 @@ static VGMSTREAM * init_vgmstream_eaaudiocore_header(STREAMFILE * streamHead, ST
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goto fail;
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goto fail;
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}
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}
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/* Non-streamed sounds are stored as a single block (may not set block end flags) */
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eaac.streamed = (eaac.flags & EAAC_FLAG_STREAMED) != 0;
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/* get loops (fairly involved due to the multiple layouts and mutant streamfiles)
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/* get loops (fairly involved due to the multiple layouts and mutant streamfiles)
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* full loops aren't too uncommon [Dead Space (PC) sfx/ambiance],
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* full loops aren't too uncommon [Dead Space (PC) stream sfx/ambiance, FIFA 98 (PS3) RAM sfx],
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* while actual looping is very rare [Need for Speed: World (PC)] */
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* while actual looping is very rare [Need for Speed: World (PC)] */
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if (eaac.flags & EAAC_FLAG_LOOPED) {
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if (eaac.flags & EAAC_FLAG_LOOPED) {
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eaac.loop_flag = 1;
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eaac.loop_flag = 1;
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eaac.loop_start = read_32bitBE(header_offset+0x08, streamHead);
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eaac.loop_start = read_32bitBE(header_offset+0x08, streamHead);
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eaac.loop_end = eaac.num_samples;
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eaac.loop_end = eaac.num_samples;
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//todo header size always depends on flags or is implicit by loop values? see get_snr_size
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/* RAM assets only have one block, even if they (rarely) set loop_start > 0 */
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if (eaac.loop_start > 0)
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if (eaac.streamed)
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eaac.loop_offset = read_32bitBE(header_offset+0x0c, streamHead); /* normal loop */
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eaac.loop_offset = read_32bitBE(header_offset+0x0c, streamHead);
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else
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else
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eaac.loop_offset = eaac.stream_offset; /* full loop */
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eaac.loop_offset = eaac.stream_offset; /* implicit */
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//todo EATrax has extra values in header, which would coexist with loop values
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//todo EATrax has extra values in header, which would coexist with loop values
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if (eaac.codec == EAAC_CODEC_EATRAX) {
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if (eaac.codec == EAAC_CODEC_EATRAX) {
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@ -548,9 +552,6 @@ static VGMSTREAM * init_vgmstream_eaaudiocore_header(STREAMFILE * streamHead, ST
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}
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}
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}
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}
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/* Non-streamed sounds are stored as a single block (may not set block end flags) */
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eaac.streamed = (eaac.flags & EAAC_FLAG_STREAMED) != 0;
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/* accepted channel configs only seem to be mono/stereo/quad/5.1/7.1, from debug strings */
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/* accepted channel configs only seem to be mono/stereo/quad/5.1/7.1, from debug strings */
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switch(eaac.channel_config) {
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switch(eaac.channel_config) {
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case 0x00: eaac.channels = 1; break;
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case 0x00: eaac.channels = 1; break;
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@ -629,7 +630,7 @@ static VGMSTREAM * init_vgmstream_eaaudiocore_header(STREAMFILE * streamHead, ST
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start_offset = 0x00; /* must point to the custom streamfile's beginning */
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start_offset = 0x00; /* must point to the custom streamfile's beginning */
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if (eaac.loop_start > 0) { /* special (if hacky) loop handling, see comments */
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if (eaac.streamed && eaac.loop_start > 0) { /* special (if hacky) loop handling, see comments */
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segmented_layout_data *data = build_segmented_eaaudiocore_looping(streamData, &eaac);
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segmented_layout_data *data = build_segmented_eaaudiocore_looping(streamData, &eaac);
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if (!data) goto fail;
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if (!data) goto fail;
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vgmstream->layout_data = data;
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vgmstream->layout_data = data;
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