#include "meta.h" #include "../coding/coding.h" /* FWSE - Capcom's MT Framework V1.x sound file */ VGMSTREAM *init_vgmstream_fwse(STREAMFILE *streamFile) { VGMSTREAM *vgmstream = NULL; uint32_t version, /*data_size,*/ buffer_offset; int channel_count, loop_flag, sample_count, sample_rate, loop_start, loop_end; /* checks*/ /* .fwse: header id, no apparent extension in bigfiles */ if (!check_extensions(streamFile,"fwse")) goto fail; if ((read_32bitBE(0x00,streamFile)) != 0x46575345) /* "FWSE" */ goto fail; version = read_32bitLE(0x04,streamFile); /* v2: Resident Evil 5 (PC) * v3: Ace Attourney: Dual Destinies (Android) */ if (version != 2 && version != 3) goto fail; //data_size = read_32bitLE(0x08,streamFile); buffer_offset = read_32bitLE(0x0C,streamFile); channel_count = read_32bitLE(0x10,streamFile); if (channel_count > 2) goto fail; sample_count = read_32bitLE(0x14,streamFile); sample_rate = read_32bitLE(0x18,streamFile); loop_start = read_32bitLE(0x20,streamFile); loop_end = read_32bitLE(0x24,streamFile); loop_flag = (loop_start != -1); /* 0x28: some kind of setup? */ /* 0x40: some kind of seek table with ADPCM hist/steps? */ /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channel_count, loop_flag); if (!vgmstream) goto fail; vgmstream->meta_type = meta_FWSE; vgmstream->sample_rate = sample_rate; vgmstream->num_samples = sample_count; vgmstream->loop_start_sample = loop_start; vgmstream->loop_end_sample = loop_end; vgmstream->coding_type = coding_MTF_IMA; vgmstream->layout_type = layout_none; if (!vgmstream_open_stream(vgmstream,streamFile,buffer_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }