#include "meta.h" #include "../util.h" #include "../coding/coding.h" #include "../util/chunks.h" /* XAU - XPEC Entertainment sound format [Beat Down (PS2/Xbox), Spectral Force Chronicle (PS2)] */ VGMSTREAM* init_vgmstream_xau(STREAMFILE* sf) { VGMSTREAM* vgmstream = NULL; off_t start_offset; int loop_flag, channels, type, loop_start, loop_end; /* check extension */ if (!is_id32be(0x00,sf, "XAU\0")) goto fail; if (!check_extensions(sf, "xau")) goto fail; if (read_32bitLE(0x08,sf) != 0x40) /* header start */ goto fail; /* 0x04: version? (0x100) */ type = read_32bitBE(0x0c, sf); loop_start = read_32bitLE(0x10, sf); loop_end = read_32bitLE(0x14, sf); loop_flag = (loop_end > 0); channels = read_8bit(0x18,sf); /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channels, loop_flag); if (!vgmstream) goto fail; vgmstream->channels = channels; vgmstream->meta_type = meta_XAU; /* miniheader over a common header with some tweaks, so we'll simplify parsing */ switch(type) { case 0x50533200: /* "PS2\0" */ if (read_32bitBE(0x40,sf) != 0x56414770) goto fail; /* mutant "VAGp" (long header size) */ start_offset = 0x800; vgmstream->sample_rate = read_32bitBE(0x50, sf); vgmstream->num_samples = ps_bytes_to_samples(read_32bitBE(0x4C,sf) * channels, channels); vgmstream->loop_start_sample = loop_start; vgmstream->loop_end_sample = loop_end; vgmstream->coding_type = coding_PSX; vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = 0x8000; break; case 0x58420000: /* "XB\0\0" */ if (read_32bitBE(0x40,sf) != 0x52494646) goto fail; /* mutant "RIFF" (sometimes wrong RIFF size) */ /* start offset: find "data" chunk, as sometimes there is a "smpl" chunk at the start or the end (same as loop_start/end) */ if (!find_chunk_le(sf, 0x64617461, 0x4c, 0, &start_offset, NULL) ) goto fail; vgmstream->sample_rate = read_32bitLE(0x58, sf); vgmstream->num_samples = xbox_ima_bytes_to_samples(read_32bitLE(start_offset-4, sf), channels); vgmstream->loop_start_sample = loop_start; vgmstream->loop_end_sample = loop_end; vgmstream->coding_type = coding_XBOX_IMA; vgmstream->layout_type = layout_none; break; default: goto fail; } if (!vgmstream_open_stream(vgmstream,sf,start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }