#include "layout.h" #include "../coding/coding.h" #include "../vgmstream.h" /* EA SNS/SPS blocks */ void block_update_ea_sns(off_t block_offset, VGMSTREAM * vgmstream) { STREAMFILE* streamFile = vgmstream->ch[0].streamfile; uint32_t block_id, block_size, block_samples; off_t channel_start; size_t channel_interleave; int i; /* EOF reads: signal we have nothing and let the layout fail */ if (block_offset >= get_streamfile_size(streamFile)) { vgmstream->current_block_offset = block_offset; vgmstream->next_block_offset = block_offset; vgmstream->current_block_samples = -1; return; } /* always BE */ block_size = read_32bitBE(block_offset + 0x00,streamFile); /* At 0x00(1): block flag * - in SNS: 0x00=normal block, 0x80=last block (not mandatory) * - in SPS: 0x48=header, 0x44=normal block, 0x45=last block (empty) */ block_id = (block_size & 0xFF000000) >> 24; block_size &= 0x00FFFFFF; if (block_id == 0x00 || block_id == 0x80 || block_id == 0x44) { block_samples = read_32bitBE(block_offset + 0x04, streamFile); } else { block_samples = 0; } vgmstream->current_block_offset = block_offset; vgmstream->next_block_offset = block_offset + block_size; vgmstream->current_block_samples = block_samples; /* no need to setup offsets (plus could read over filesize near EOF) */ if (block_samples == 0) return; switch (vgmstream->coding_type) { case coding_NGC_DSP: /* 0x04: unknown (0x00/02), 0x08: some size?, 0x34: null? */ channel_start = read_32bitBE(block_offset + 0x08 + 0x00, streamFile); channel_interleave = read_32bitBE(block_offset + 0x08 + 0x0c, streamFile); /* guessed as all known EA DSP only have one block with subheader (maybe changes coefs every block?) */ if (channel_start >= 0x40) { dsp_read_coefs_be(vgmstream, streamFile, block_offset + 0x08 + 0x10, 0x28); dsp_read_hist_be(vgmstream, streamFile, block_offset + 0x08 + 0x30, 0x28);//todo guessed and doesn't fix clicks in full loops } break; default: channel_start = 0x00; channel_interleave = 0x00; break; } for (i = 0; i < vgmstream->channels; i++) { vgmstream->ch[i].offset = block_offset + 0x08 + channel_start + i * channel_interleave; /* also fix first offset (for EALayer3) */ if (block_offset == vgmstream->ch[i].channel_start_offset) { vgmstream->ch[i].channel_start_offset = vgmstream->ch[i].offset; } } }