#include "meta.h" /* LPCM - from Shade's 'Shade game library' (ShdLib) [Ah! My Goddess (PS2), Warship Gunner (PS2)] */ VGMSTREAM* init_vgmstream_lpcm_shade(STREAMFILE* sf) { VGMSTREAM* vgmstream = NULL; off_t start_offset; uint32_t loop_flag, channels; /* checks */ if (!is_id32be(0x00, sf, "LPCM")) goto fail; /* .w: real extension * .lpcm: fake (header id) */ if (!check_extensions(sf, "w,lpcm")) goto fail; /* extra checks since header is kind of simple */ if (read_s32le(0x04,sf) * 0x02 * 2 > get_streamfile_size(sf)) /* data size is less than total samples */ goto fail; if (read_u32le(0x10,sf) != 0) /* just in case */ goto fail; start_offset = 0x800; /* assumed, closer to num_samples */ loop_flag = read_s32le(0x8,sf) != 0; channels = 2; /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channels, loop_flag); if (!vgmstream) goto fail; vgmstream->meta_type = meta_LPCM_SHADE; vgmstream->sample_rate = 48000; vgmstream->num_samples = read_s32le(0x4,sf); vgmstream->loop_start_sample = read_s32le(0x8,sf); vgmstream->loop_end_sample = read_s32le(0xc,sf); vgmstream->coding_type = coding_PCM16LE; vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = 0x02; if (!vgmstream_open_stream(vgmstream, sf, start_offset)) goto fail; return vgmstream; fail: if (vgmstream) close_vgmstream(vgmstream); return NULL; }