#include "meta.h" #include "../util.h" #include "../coding/coding.h" /* ADS - from Gauntlet Dark Legacy (GC/Xbox) */ VGMSTREAM * init_vgmstream_ads(STREAMFILE *streamFile) { VGMSTREAM * vgmstream = NULL; off_t start_offset; int loop_flag, channel_count, codec; /* check extension, case insensitive */ if (!check_extensions(streamFile,"ads")) goto fail; if (read_32bitBE(0x00,streamFile) != 0x64685353) /* "dhSS" */ goto fail; if (read_32bitBE(0x20,streamFile) != 0x64625353) /* "dbSS" */ goto fail; loop_flag = 1; channel_count = read_32bitBE(0x10,streamFile); if (channel_count > 2) goto fail; /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channel_count,loop_flag); if (!vgmstream) goto fail; vgmstream->sample_rate = read_32bitBE(0x0c,streamFile); codec = read_32bitBE(0x08,streamFile); switch (codec) { case 0x00000020: /* GC */ start_offset = 0x28 + 0x60 * channel_count; vgmstream->coding_type = coding_NGC_DSP; vgmstream->num_samples = read_32bitBE(0x28,streamFile); if (loop_flag) { vgmstream->loop_start_sample = 0; vgmstream->loop_end_sample = vgmstream->num_samples; } if (channel_count == 1) { vgmstream->layout_type = layout_none; } else if (channel_count == 2) { vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = read_32bitBE(0x14,streamFile); } dsp_read_coefs_be(vgmstream, streamFile, 0x44,0x60); break; case 0x00000021: /* Xbox */ start_offset = 0x28; vgmstream->coding_type = coding_XBOX_IMA_int; vgmstream->num_samples = xbox_ima_bytes_to_samples(read_32bitBE(0x24,streamFile), vgmstream->channels); vgmstream->layout_type = channel_count == 1 ? layout_none : layout_interleave; vgmstream->interleave_block_size = 0x24; if (loop_flag) { vgmstream->loop_start_sample = 0; vgmstream->loop_end_sample = vgmstream->num_samples; } break; default: goto fail; } vgmstream->meta_type = meta_ADS; if (!vgmstream_open_stream(vgmstream, streamFile, start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }