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@ -10,7 +10,7 @@ VGMSTREAM* init_vgmstream_sndx(STREAMFILE* sf) {
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off_t start_offset, chunk_offset, first_offset = 0x60, name_offset = 0;
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size_t chunk_size, stream_size = 0;
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int is_dual, is_external;
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bool is_dual, is_external;
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int loop_flag, channels, codec, sample_rate;
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int32_t num_samples, loop_start_sample, loop_end_sample;
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uint32_t flags, at9_config_data = 0;
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@ -18,11 +18,14 @@ VGMSTREAM* init_vgmstream_sndx(STREAMFILE* sf) {
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/* checks */
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if (!is_id32be(0x00, sf, "SXDF") && !is_id32be(0x00, sf, "SXDS"))
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return NULL;
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/* .sxd: header+data (SXDF)
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* .sxd1: header (SXDF) + .sxd2 = data (SXDS)
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* .sxd3: sxd1 + sxd2 pasted together (found in some PS4 games, ex. Fate Extella)*/
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if (!check_extensions(sf,"sxd,sxd2,sxd3"))
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goto fail;
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return NULL;
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/* setup head/body variations */
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if (check_extensions(sf,"sxd2")) {
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@ -33,7 +36,7 @@ VGMSTREAM* init_vgmstream_sndx(STREAMFILE* sf) {
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sf_sxd1 = sf_h;
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sf_sxd2 = sf;
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is_dual = 1;
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is_dual = true;
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}
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else if (check_extensions(sf,"sxd3")) {
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/* sxd3: make subfiles for head and body to simplify parsing */
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@ -50,13 +53,13 @@ VGMSTREAM* init_vgmstream_sndx(STREAMFILE* sf) {
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sf_sxd1 = sf_h;
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sf_sxd2 = sf_b;
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is_dual = 1;
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is_dual = true;
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}
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else {
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/* sxd: use the current file as header */
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sf_sxd1 = sf;
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sf_sxd2 = NULL;
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is_dual = 0;
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is_dual = false;
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}
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if (sf_sxd1 && !is_id32be(0x00, sf_sxd1, "SXDF"))
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@ -225,6 +228,14 @@ VGMSTREAM* init_vgmstream_sndx(STREAMFILE* sf) {
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goto fail;
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}
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/* .sxd have names but they are a bit complex:
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* - WAVE chunk has N subsongs
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* - NAME chunk may define M names but usually doesn't match with subsongs (may be less or more)
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* - LVRN may define some state and LVAR its possible values (battle_state=bgm_battle_start/win/intro)
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* - TRNS also has names based on possible transition
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* - final WAVE seem to depend on NAME (event?) + state=value, similar to Wwise
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* - presumably TONE/REQD/SEQD chunks have WAVE<>event matching info since they seem to always appear
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*/
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/* open the file for reading */
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if (!vgmstream_open_stream(vgmstream, sf_data, start_offset))
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