#include "meta.h" #include "../coding/coding.h" /* 04SW - Reflections games [Driver: Parallel Lines (Wii), Emergency Heroes (Wii)] */ VGMSTREAM* init_vgmstream_xa_04sw(STREAMFILE* sf) { VGMSTREAM* vgmstream = NULL; off_t start_offset; int loop_flag, channels, sample_rate; int32_t num_samples; uint32_t data_size; /* checks */ if (!is_id32be(0x00,sf, "04SW")) goto fail; if (!check_extensions(sf,"xa")) goto fail; /* after the ID goes a modified DSP header x2 */ if (read_u32be(0x04 + 0x0c,sf) != 0) /* should be non looping */ goto fail; loop_flag = 0; /* not in header it seems, so just dual header check */ num_samples = read_s32be(0x04 + 0x00,sf); data_size = read_u32be(0x04 + 0x04,sf); sample_rate = read_u32be(0x0c,sf); channels = (read_u32be(0x04 + 0x00,sf) == read_u32be(0x04 + 0x60,sf)) ? 2 : 1; /* some voice .xa */ /* After DSP header goes a base header with mostly unknown values (several repeats) and the filename. * Emergency Heroes has extra 0x10 at 0x10. */ start_offset = read_u32be(0x04 + 0x60 * 2 + 0x00, sf); /* 0x04: data size (includes padding after DSP data in Driver, doesn't in Emergency Heroes */ /* 0x1c/2c: channels LE? */ /* 0x74/84: utf-16 path+filename */ /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channels, loop_flag); if (!vgmstream) goto fail; vgmstream->sample_rate = sample_rate; vgmstream->num_samples = num_samples; vgmstream->coding_type = coding_NGC_DSP; vgmstream->layout_type = channels == 1 ? layout_none : layout_interleave; vgmstream->interleave_block_size = 0x8000; vgmstream->interleave_last_block_size = (data_size / 2 % vgmstream->interleave_block_size + 7) / 8 * 8; dsp_read_coefs_be(vgmstream, sf, 0x04 + 0x1c, 0x60); /* initial history offset seems different than standard DSP and possibly fixed/invalid */ vgmstream->meta_type = meta_XA_04SW; if (!vgmstream_open_stream(vgmstream, sf, start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }