#include "layout.h" #include "../coding/coding.h" #include "../vgmstream.h" /* EA SNS/SPS blocks */ void block_update_ea_sns(off_t block_offset, VGMSTREAM * vgmstream) { STREAMFILE* streamFile = vgmstream->ch[0].streamfile; uint32_t block_size, block_samples; size_t file_size = get_streamfile_size(streamFile); int i; /* always BE */ block_size = read_32bitBE(block_offset + 0x00,streamFile); block_samples = read_32bitBE(block_offset + 0x04,streamFile); /* EOF */ if (block_size == 0 || block_offset >= file_size) { vgmstream->current_block_offset = file_size; vgmstream->next_block_offset = file_size + 0x04; vgmstream->current_block_samples = vgmstream->num_samples; return; } /* At 0x00(1): block flag * - in SNS: 0x00=normal block, 0x80=last block (not mandatory) * - in SPS: 0x48=header, 0x44=normal block, 0x45=last block (empty) */ block_size &= 0x00FFFFFF; for (i = 0; i < vgmstream->channels; i++) { off_t channel_start = 0x00; vgmstream->ch[i].offset = block_offset + 0x08 + channel_start; /* also fix first offset (for EALayer3) */ if (block_offset == vgmstream->ch[i].channel_start_offset) { vgmstream->ch[i].channel_start_offset = vgmstream->ch[i].offset; } } vgmstream->current_block_offset = block_offset; vgmstream->next_block_offset = block_offset + block_size; vgmstream->current_block_samples = block_samples; }