#include "meta.h" #include "../util.h" #include "../coding/coding.h" /* .ADS - from Gauntlet Dark Legacy (GC/Xbox) */ VGMSTREAM* init_vgmstream_ads_midway(STREAMFILE* sf) { VGMSTREAM* vgmstream = NULL; off_t start_offset; int loop_flag, channels, codec; /* checks */ if (!check_extensions(sf,"ads")) goto fail; /* fake PS2 .ads but BE */ if (!is_id32be(0x00,sf, "dhSS")) goto fail; if (!is_id32be(0x20,sf, "dbSS")) goto fail; loop_flag = 1; channels = read_32bitBE(0x10,sf); if (channels > 2) goto fail; /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channels, loop_flag); if (!vgmstream) goto fail; vgmstream->sample_rate = read_32bitBE(0x0c,sf); codec = read_32bitBE(0x08,sf); switch (codec) { case 0x00000020: /* GC */ start_offset = 0x28 + 0x60 * channels; vgmstream->coding_type = coding_NGC_DSP; vgmstream->num_samples = read_32bitBE(0x28,sf); if (loop_flag) { vgmstream->loop_start_sample = 0; vgmstream->loop_end_sample = vgmstream->num_samples; } if (channels == 1) { vgmstream->layout_type = layout_none; } else if (channels == 2) { vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = read_32bitBE(0x14,sf); } dsp_read_coefs_be(vgmstream, sf, 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,sf), vgmstream->channels); vgmstream->layout_type = channels == 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_MIDWAY; if (!vgmstream_open_stream(vgmstream, sf, start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }