#include "meta.h" #include "../coding/coding.h" #include "../layout/layout.h" /* STHD - Dream Factory .stx [Kakuto Chojin (Xbox)] */ VGMSTREAM * init_vgmstream_sthd(STREAMFILE *sf) { VGMSTREAM * vgmstream = NULL; off_t start_offset; int loop_flag, channel_count; /* checks */ if (!is_id32be(0x00,sf, "STHD")) goto fail; if (!check_extensions(sf, "stx")) goto fail; /* first block has special values */ if (read_u16le(0x04,sf) != 0x0800 || read_u32le(0x0c,sf) != 0x0001 || read_u32le(0x14,sf) != 0x0000) goto fail; channel_count = read_s16le(0x06,sf); loop_flag = read_s16le(0x18,sf) != -1; start_offset = read_u16le(0x04,sf); /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channel_count, loop_flag); if (!vgmstream) goto fail; vgmstream->meta_type = meta_STHD; vgmstream->sample_rate = read_s32le(0x20, sf); /* repeated ~8 times? */ vgmstream->coding_type = coding_XBOX_IMA_int; vgmstream->layout_type = layout_blocked_sthd; if (!vgmstream_open_stream(vgmstream,sf,start_offset)) goto fail; /* calc num_samples manually (blocks data varies in size) */ { /* loop values may change to +1 in first actual block, but this works ok enough */ int loop_start_block = (uint16_t)read_16bitLE(0x1a,sf); int loop_end_block = (uint16_t)read_16bitLE(0x1c,sf); int block_count = 1; /* header block = 0 */ vgmstream->next_block_offset = start_offset; do { block_update(vgmstream->next_block_offset,vgmstream); if (block_count == loop_start_block) vgmstream->loop_start_sample = vgmstream->num_samples; if (block_count == loop_end_block) vgmstream->loop_end_sample = vgmstream->num_samples; vgmstream->num_samples += xbox_ima_bytes_to_samples(vgmstream->current_block_size, 1); block_count++; } while (vgmstream->next_block_offset < get_streamfile_size(sf)); block_update(start_offset, vgmstream); } return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }