#include "meta.h" #include "../coding/coding.h" /* UE4OPUS - from Unreal Engine 4 games [ARK: Survival Evolved (PC), Fortnite (PC)] */ VGMSTREAM * init_vgmstream_ue4opus(STREAMFILE *sf) { VGMSTREAM * vgmstream = NULL; off_t start_offset; int loop_flag = 0, channels, sample_rate, num_samples, skip; size_t data_size; /* checks*/ /* .opus/lopus: possible real extension * .ue4opus: header id */ if (!check_extensions(sf, "opus,lopus,ue4opus")) goto fail; if (!is_id64be(0x00, sf, "UE4OPUS\0")) goto fail; sample_rate = read_u16le(0x08, sf); num_samples = read_s32le(0x0a, sf); /* may be less or equal to file num_samples */ channels = read_u8(0x0e, sf); /* 0x0f(2): frame count */ loop_flag = 0; start_offset = 0x11; data_size = get_streamfile_size(sf) - start_offset; /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channels, loop_flag); if (!vgmstream) goto fail; vgmstream->meta_type = meta_UE4OPUS; vgmstream->sample_rate = sample_rate; #ifdef VGM_USE_FFMPEG { /* usually uses 60ms for music (delay of 360 samples) */ skip = ue4_opus_get_encoder_delay(start_offset, sf); vgmstream->num_samples = num_samples - skip; vgmstream->codec_data = init_ffmpeg_ue4_opus(sf, start_offset,data_size, vgmstream->channels, skip, vgmstream->sample_rate); if (!vgmstream->codec_data) goto fail; vgmstream->coding_type = coding_FFmpeg; vgmstream->layout_type = layout_none; } #else goto fail; #endif if (!vgmstream_open_stream(vgmstream, sf, start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }