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Fix some XBOX XAU with more chunks
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@ -37,7 +37,7 @@ VGMSTREAM * init_vgmstream_xau(STREAMFILE *streamFile) {
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/* miniheader over a common header with some tweaks, so we'll simplify parsing */
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switch(type) {
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case 0x50533200: /* "PS2\0" */
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if (read_32bitBE(0x40,streamFile) != 0x56414770) goto fail; /* "VAGp" */
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if (read_32bitBE(0x40,streamFile) != 0x56414770) goto fail; /* mutant "VAGp" (long header size) */
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start_offset = 0x800;
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vgmstream->sample_rate = read_32bitBE(0x50, streamFile);
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@ -48,22 +48,24 @@ VGMSTREAM * init_vgmstream_xau(STREAMFILE *streamFile) {
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vgmstream->coding_type = coding_PSX;
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vgmstream->layout_type = layout_interleave;
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vgmstream->interleave_block_size = 0x8000;
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break;
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case 0x58420000: /* "XB\0\0" */
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if (read_32bitBE(0x40,streamFile) != 0x52494646) goto fail; /* "RIFF" */
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start_offset = 0x70;
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case 0x58420000: /* "XB\0\0" */
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if (read_32bitBE(0x40,streamFile) != 0x52494646) goto fail; /* mutant "RIFF" (sometimes wrong RIFF size) */
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/* start offset: find "data" chunk, as sometimes there is a "smpl" chunk at the start or the end (same as loop_start/end) */
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if (!find_chunk_le(streamFile, 0x64617461, 0x4c, 0, &start_offset, NULL) )
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goto fail;
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vgmstream->sample_rate = read_32bitLE(0x58, streamFile);
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vgmstream->num_samples = ms_ima_bytes_to_samples(read_32bitLE(0x6c, streamFile), read_16bitLE(0x60, streamFile), channel_count);
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vgmstream->num_samples = ms_ima_bytes_to_samples(read_32bitLE(start_offset-4, streamFile), read_16bitLE(0x60, streamFile), channel_count);
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vgmstream->loop_start_sample = loop_start;
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vgmstream->loop_end_sample = loop_end;
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/* there is also a "smpl" chunk at the end, same as loop_start/end */
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vgmstream->coding_type = coding_XBOX;
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vgmstream->layout_type = layout_none;
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break;
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default:
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goto fail;
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}
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