#include "meta.h" #include "../coding/coding.h" /* VPK - from SCE America second party devs [God of War (PS2), NBA 08 (PS3)] */ VGMSTREAM * init_vgmstream_vpk(STREAMFILE *streamFile) { VGMSTREAM * vgmstream = NULL; int loop_flag, channel_count; off_t start_offset, loop_channel_offset; size_t channel_size; /* checks */ if (!check_extensions(streamFile, "vpk")) goto fail; if (read_32bitBE(0x00,streamFile) != 0x204B5056) /* " KPV" */ goto fail; /* files are padded with garbage/silent 0xC00000..00 frames, and channel_size sometimes * has extra size into the padding: +0x10 (NBA08), +0x20 (GoW), or none (Sly 2, loops ok). * Could detect and remove to slightly improve full loops, but maybe this is just how the game works */ channel_size = read_32bitLE(0x04,streamFile); start_offset = read_32bitLE(0x08,streamFile); channel_count = read_32bitLE(0x14,streamFile); /* 0x18+: channel config(?), 0x04 per channel */ loop_channel_offset = read_32bitLE(0x7FC,streamFile); loop_flag = (loop_channel_offset != 0); /* found in Sly 2/3 */ /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channel_count,loop_flag); if (!vgmstream) goto fail; vgmstream->sample_rate = read_32bitLE(0x10,streamFile); vgmstream->num_samples = ps_bytes_to_samples(channel_size*vgmstream->channels,vgmstream->channels); if (vgmstream->loop_flag) { vgmstream->loop_start_sample = ps_bytes_to_samples(loop_channel_offset*vgmstream->channels,vgmstream->channels); vgmstream->loop_end_sample = vgmstream->num_samples; } vgmstream->meta_type = meta_VPK; vgmstream->coding_type = coding_PSX; vgmstream->interleave_block_size = read_32bitLE(0x0C,streamFile) / 2; /* even in >2ch */ vgmstream->layout_type = layout_interleave; if (!vgmstream_open_stream(vgmstream,streamFile,start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }