#include "meta.h" #include "../coding/coding.h" #include "../util.h" /* .ADX - from Monster Games [Xenoblade 3D (3DS)] */ VGMSTREAM* init_vgmstream_adx_monster(STREAMFILE *sf) { VGMSTREAM* vgmstream = NULL; int loop_flag, channels; int channel_header_spacing = 0x34; /* checks */ if (read_u32be(0x00,sf) != 0x02000000) return NULL; /* .adx: reused from Wii version, but actually DSP */ if (!check_extensions(sf,"adx")) return NULL; channels = read_s32le(0x0, sf); loop_flag = read_s16le(0x6e, sf); if (channels > 2 || channels < 0) goto fail; vgmstream = allocate_vgmstream(channels, loop_flag); if (!vgmstream) goto fail; vgmstream->meta_type = meta_ADX_MONSTER; vgmstream->coding_type = coding_NGC_DSP; vgmstream->layout_type = layout_none; vgmstream->sample_rate = read_s32le(0x70,sf); vgmstream->num_samples = read_s32le(0x74, sf); vgmstream->loop_start_sample = read_s32le(0x78, sf); vgmstream->loop_end_sample = read_s32le(0x7c, sf); dsp_read_coefs_le(vgmstream,sf, 0x04, channel_header_spacing); /* semi-interleave: manually open streams at offset */ { char filename[PATH_LIMIT]; int i; sf->get_name(sf,filename,sizeof(filename)); for (i = 0; ich[i].streamfile = sf->open(sf, filename, STREAMFILE_DEFAULT_BUFFER_SIZE); vgmstream->ch[i].channel_start_offset = vgmstream->ch[i].offset = read_32bitLE(0x34+i*channel_header_spacing, sf); if (!vgmstream->ch[i].streamfile) goto fail; } } #if 0 /* this should be equivalent to the above, but more testing is needed */ vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = read_32bitLE(0x34+1*channel_header_spacing, streamFile) - read_32bitLE(0x34+0*channel_header_spacing, streamFile); if (!vgmstream_open_stream(vgmstream,streamFile, read_32bitLE(0x34+0*channel_header_spacing, streamFile))) goto fail; #endif return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }