#include "meta.h" #include "../util/endianness.h" /* .SNR+SNS - from EA latest games (~2005-2010), v0 header */ VGMSTREAM* init_vgmstream_ea_snr_sns(STREAMFILE* sf) { eaac_meta_t info = {0}; /* checks */ if (!check_extensions(sf,"snr")) return NULL; info.sf_head = sf; info.head_offset = 0x00; info.body_offset = 0x00; info.type = meta_EA_SNR_SNS; info.standalone = true; return load_vgmstream_ea_eaac(&info); } /* .SPS - from EA latest games (~2010~present), v1 header */ VGMSTREAM* init_vgmstream_ea_sps(STREAMFILE* sf) { eaac_meta_t info = {0}; /* checks */ if (!check_extensions(sf,"sps")) return NULL; info.sf_head = sf; info.head_offset = 0x00; info.type = meta_EA_SPS; info.standalone = true; return load_vgmstream_ea_eaac(&info); } /* .SNU - from EA Redwood Shores/Visceral games (Dead Space, Dante's Inferno, The Godfather 2), v0 header */ VGMSTREAM* init_vgmstream_ea_snu(STREAMFILE* sf) { eaac_meta_t info = {0}; read_u32_t read_u32 = NULL; /* checks */ if (!check_extensions(sf,"snu")) return NULL; /* EA SNU header (BE/LE depending on platform) */ /* 0x00(1): related to sample rate? (03=48000) * 0x01(1): flags/count? (when set has extra block data before start_offset) * 0x02(1): always 0? * 0x03(1): channels? (usually matches but rarely may be 0) * 0x04(4): some size, maybe >>2 ~= number of frames * 0x08(4): start offset * 0x0c(4): some sub-offset? (0x20, found when @0x01 is set) */ /* use start offset as endianness flag */ read_u32 = guess_read_u32(0x08,sf); info.sf_head = sf; info.sf_body = sf; info.head_offset = 0x10; /* SNR header */ info.body_offset = read_u32(0x08,sf); /* SNS blocks */ info.type = meta_EA_SNU; return load_vgmstream_ea_eaac(&info); }