#include "meta.h" #include "../util.h" /* sadf - from Procyon Studio games [Xenoblade Chronicles 2 (Switch)] (sfx) */ VGMSTREAM * init_vgmstream_sadf(STREAMFILE *streamFile) { VGMSTREAM * vgmstream = NULL; int channel_count, loop_flag; off_t start_offset; /* checks */ if (!check_extensions(streamFile, "sad")) goto fail; if (read_32bitBE(0x00, streamFile) != 0x73616466) /* "sadf" */ goto fail; channel_count = read_8bit(0x18, streamFile); loop_flag = read_8bit(0x19, streamFile); start_offset = read_32bitLE(0x1C, streamFile); /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channel_count, loop_flag); if (!vgmstream) goto fail; vgmstream->num_samples = read_32bitLE(0x28, streamFile); vgmstream->sample_rate = read_32bitLE(0x24, streamFile); if (loop_flag) { vgmstream->loop_start_sample = read_32bitLE(0x2c, streamFile); vgmstream->loop_end_sample = read_32bitLE(0x30, streamFile); } vgmstream->coding_type = coding_NGC_DSP; vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = channel_count == 1 ? 0x8 : read_32bitLE(0x20, streamFile) / channel_count; vgmstream->meta_type = meta_DSP_SADF; dsp_read_coefs_le(vgmstream, streamFile, 0x80, 0x80); if (!vgmstream_open_stream(vgmstream, streamFile, start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }