#include "meta.h" #include "../coding/coding.h" /* .MIC - from KOEI games [Crimson Sea 2 (PS2), Dynasty Tactics 2 (PS2)] */ VGMSTREAM* init_vgmstream_mic_koei(STREAMFILE* sf) { VGMSTREAM* vgmstream = NULL; off_t start_offset; int loop_flag, channels, loop_start, loop_end, sample_rate; size_t interleave, block_size; /* checks */ if (!check_extensions(sf, "mic")) goto fail; /* simple header so throws some extra in some checks */ start_offset = read_u32le(0x00,sf); if (start_offset != 0x800) goto fail; sample_rate = read_u32le(0x04,sf); channels = read_u32le(0x08,sf); if (channels > 4) goto fail; /* 1/2/4 are known */ interleave = read_u32le(0x0c,sf); if (interleave != 0x10) goto fail; loop_end = read_s32le(0x10,sf); loop_start = read_s32le(0x14,sf); if (read_u32le(0x18,sf) != 0) goto fail; if (read_u32le(0x1c,sf) != 0) goto fail; loop_flag = (loop_start != 1); block_size = interleave * channels; /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channels, loop_flag); if (!vgmstream) goto fail; vgmstream->meta_type = meta_PS2_MIC; vgmstream->sample_rate = sample_rate; vgmstream->coding_type = coding_PSX; vgmstream->interleave_block_size = interleave; vgmstream->layout_type = layout_interleave; vgmstream->num_samples = ps_bytes_to_samples(loop_end * block_size, channels); vgmstream->loop_start_sample = ps_bytes_to_samples(loop_start * block_size, channels); vgmstream->loop_end_sample = vgmstream->num_samples; if (!vgmstream_open_stream(vgmstream, sf, start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }