#include "meta.h" #include "../util.h" /* STRM - from Final Fantasy Tactics A2 (NDS) */ VGMSTREAM * init_vgmstream_nds_strm_ffta2(STREAMFILE *streamFile) { VGMSTREAM * vgmstream = NULL; off_t start_offset; int loop_flag, channel_count; /* check extension, case insensitive (the ROM seems to use simply .bin though) */ if (!check_extensions(streamFile,"strm")) goto fail; /* check header */ if (read_32bitBE(0x00,streamFile) != 0x52494646 || /* "RIFF" */ read_32bitBE(0x08,streamFile) != 0x494D4120) /* "IMA " */ goto fail; loop_flag = (read_32bitLE(0x20,streamFile) !=0); channel_count = read_32bitLE(0x24,streamFile); /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channel_count,loop_flag); if (!vgmstream) goto fail; start_offset = 0x2C; vgmstream->channels = channel_count; vgmstream->sample_rate = read_32bitLE(0x0C,streamFile); vgmstream->coding_type = coding_IMA_int; //todo: seems it has some diffs vs regular IMA vgmstream->num_samples = (read_32bitLE(0x04,streamFile)-start_offset); if (loop_flag) { vgmstream->loop_start_sample = read_32bitLE(0x20,streamFile); vgmstream->loop_end_sample = read_32bitLE(0x28,streamFile); } vgmstream->interleave_block_size = 0x80; vgmstream->layout_type = layout_interleave; vgmstream->meta_type = meta_NDS_STRM_FFTA2; if (!vgmstream_open_stream(vgmstream,streamFile,start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }