Move sadf from ngc_dsp_std.c to sadf.c since it's not very standard

This commit is contained in:
bnnm 2020-05-24 16:22:40 +02:00
parent 45cda9b0ca
commit 98c450c4b9
5 changed files with 57 additions and 46 deletions

View File

@ -942,10 +942,14 @@
RelativePath=".\meta\nds_rrds.c"
>
</File>
<File
RelativePath=".\meta\sadl.c"
>
</File>
<File
RelativePath=".\meta\sadf.c"
>
</File>
<File
RelativePath=".\meta\sadl.c"
>
</File>
<File
RelativePath=".\meta\nds_strm.c"
>

View File

@ -360,6 +360,7 @@
<ClCompile Include="meta\naomi_spsd.c" />
<ClCompile Include="meta\nds_hwas.c" />
<ClCompile Include="meta\nds_rrds.c" />
<ClCompile Include="meta\sadf.c" />
<ClCompile Include="meta\sadl.c" />
<ClCompile Include="meta\nds_strm.c" />
<ClCompile Include="meta\nds_strm_ffta2.c" />

View File

@ -595,6 +595,9 @@
<ClCompile Include="meta\nds_rrds.c">
<Filter>meta\Source Files</Filter>
</ClCompile>
<ClCompile Include="meta\sadf.c">
<Filter>meta\Source Files</Filter>
</ClCompile>
<ClCompile Include="meta\sadl.c">
<Filter>meta\Source Files</Filter>
</ClCompile>

View File

@ -655,48 +655,6 @@ fail:
return NULL;
}
/* sadf - Procyon Studio Header Variant [Xenoblade Chronicles 2 (Switch)] (sfx) */
VGMSTREAM * init_vgmstream_sadf(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
int channel_count, loop_flag;
off_t start_offset;
/* checks */
if (!check_extensions(streamFile, "sad"))
goto fail;
if (read_32bitBE(0x00, streamFile) != 0x73616466) /* "sadf" */
goto fail;
channel_count = read_8bit(0x18, streamFile);
loop_flag = read_8bit(0x19, streamFile);
start_offset = read_32bitLE(0x1C, streamFile);
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count, loop_flag);
if (!vgmstream) goto fail;
vgmstream->num_samples = read_32bitLE(0x28, streamFile);
vgmstream->sample_rate = read_32bitLE(0x24, streamFile);
if (loop_flag) {
vgmstream->loop_start_sample = read_32bitLE(0x2c, streamFile);
vgmstream->loop_end_sample = read_32bitLE(0x30, streamFile);
}
vgmstream->coding_type = coding_NGC_DSP;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = channel_count == 1 ? 0x8 :
read_32bitLE(0x20, streamFile) / channel_count;
vgmstream->meta_type = meta_DSP_SADF;
dsp_read_coefs_le(vgmstream, streamFile, 0x80, 0x80);
if (!vgmstream_open_stream(vgmstream, streamFile, start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}
/* IDSP - Traveller's Tales header + interleaved dsps [Lego Batman (Wii), Lego Dimensions (Wii U)] */
VGMSTREAM * init_vgmstream_idsp_tt(STREAMFILE *streamFile) {

45
src/meta/sadf.c Normal file
View File

@ -0,0 +1,45 @@
#include "meta.h"
#include "../util.h"
/* sadf - from Procyon Studio games [Xenoblade Chronicles 2 (Switch)] (sfx) */
VGMSTREAM * init_vgmstream_sadf(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
int channel_count, loop_flag;
off_t start_offset;
/* checks */
if (!check_extensions(streamFile, "sad"))
goto fail;
if (read_32bitBE(0x00, streamFile) != 0x73616466) /* "sadf" */
goto fail;
channel_count = read_8bit(0x18, streamFile);
loop_flag = read_8bit(0x19, streamFile);
start_offset = read_32bitLE(0x1C, streamFile);
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count, loop_flag);
if (!vgmstream) goto fail;
vgmstream->num_samples = read_32bitLE(0x28, streamFile);
vgmstream->sample_rate = read_32bitLE(0x24, streamFile);
if (loop_flag) {
vgmstream->loop_start_sample = read_32bitLE(0x2c, streamFile);
vgmstream->loop_end_sample = read_32bitLE(0x30, streamFile);
}
vgmstream->coding_type = coding_NGC_DSP;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = channel_count == 1 ? 0x8 :
read_32bitLE(0x20, streamFile) / channel_count;
vgmstream->meta_type = meta_DSP_SADF;
dsp_read_coefs_le(vgmstream, streamFile, 0x80, 0x80);
if (!vgmstream_open_stream(vgmstream, streamFile, start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}