#include "meta.h" #include "../coding/coding.h" /* "idsp" - from Namco's Wii NUB archives [Soul Calibur Legends (Wii), Sky Crawlers: Innocent Aces (Wii)] */ VGMSTREAM * init_vgmstream_nub_idsp(STREAMFILE *streamFile) { VGMSTREAM * vgmstream = NULL; off_t start_offset; int loop_flag, channel_count; /* checks */ if ( !check_extensions(streamFile,"idsp") ) goto fail; /* actual header starts at "IDSP", while "idsp" is mostly nub bank stuff */ if (read_32bitBE(0x00,streamFile) != 0x69647370) /* "idsp" */ goto fail; if (read_32bitBE(0xBC,streamFile) != 0x49445350) /* "IDSP" */ goto fail; loop_flag = read_32bitBE(0x20,streamFile); channel_count = read_32bitBE(0xC4,streamFile); if (channel_count > 8) goto fail; start_offset = 0x100 + (channel_count * 0x60); /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channel_count,loop_flag); if (!vgmstream) goto fail; vgmstream->meta_type = meta_NUB_IDSP; vgmstream->sample_rate = read_32bitBE(0xC8,streamFile); vgmstream->num_samples = dsp_bytes_to_samples(read_32bitBE(0x14,streamFile),channel_count); if (loop_flag) { vgmstream->loop_start_sample = (read_32bitBE(0xD0,streamFile)); vgmstream->loop_end_sample = (read_32bitBE(0xD4,streamFile)); } vgmstream->coding_type = coding_NGC_DSP; vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = read_32bitBE(0xD8,streamFile); if (vgmstream->interleave_block_size == 0) vgmstream->interleave_block_size = (get_streamfile_size(streamFile) - start_offset) / channel_count; dsp_read_coefs_be(vgmstream,streamFile,0x118,0x60); if ( !vgmstream_open_stream(vgmstream, streamFile, start_offset) ) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }