#include "meta.h" #include "../layout/layout.h" #include "../coding/coding.h" /* VS - VagStream from Square games [Final Fantasy X (PS2) voices, Unlimited Saga (PS2) voices, All Star Pro-Wrestling 2/3 (PS2) music] */ VGMSTREAM * init_vgmstream_vs_square(STREAMFILE *streamFile) { VGMSTREAM * vgmstream = NULL; int channel_count, loop_flag, pitch, flags; off_t start_offset; /* checks */ /* .vs: header id (probably ok like The Bouncer's .vs, very similar) */ if (!check_extensions(streamFile, "vs")) goto fail; if (read_32bitBE(0x00,streamFile) != 0x56530000) /* "VS\0\0" */ goto fail; flags = read_32bitLE(0x04,streamFile); /* 0x08: block number */ /* 0x0c: blocks left in the subfile */ pitch = read_32bitLE(0x10,streamFile); /* usually 0x1000 = 48000 */ /* 0x14: volume, usually 0x64 = 100 but be bigger/smaller (up to 128?) */ /* 0x18: null */ /* 0x1c: null */ if (flags != 0x00 && flags != 0x01) { VGM_LOG("VS: unknown flags\n"); goto fail; } loop_flag = 0; channel_count = (flags & 1) ? 2 : 1; start_offset = 0x00; /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channel_count,loop_flag); if (!vgmstream) goto fail; vgmstream->meta_type = meta_VS_SQUARE; vgmstream->sample_rate = round10((48000 * pitch) / 4096); /* needed for rare files */ vgmstream->coding_type = coding_PSX; vgmstream->layout_type = layout_blocked_vs_square; if (!vgmstream_open_stream(vgmstream,streamFile,start_offset)) goto fail; /* calc num_samples */ { vgmstream->next_block_offset = start_offset; do { block_update(vgmstream->next_block_offset,vgmstream); vgmstream->num_samples += ps_bytes_to_samples(vgmstream->current_block_size, 1); } while (vgmstream->next_block_offset < get_streamfile_size(streamFile)); block_update(start_offset, vgmstream); } return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }