#include "meta.h" #include "../coding/coding.h" /* SD9 - from Konami arcade games [beatmania IIDX series (AC), BeatStream (AC)] */ VGMSTREAM * init_vgmstream_sd9(STREAMFILE *streamFile) { VGMSTREAM * vgmstream = NULL; off_t start_offset; int loop_flag, channel_count; /* checks */ if (!check_extensions(streamFile, "sd9")) goto fail; if (read_32bitBE(0x0, streamFile) != 0x53443900) /* SD9 */ goto fail; if (read_32bitBE(0x20, streamFile) != 0x52494646) /* RIFF */ goto fail; if (read_32bitBE(0x28, streamFile) != 0x57415645) /* WAVE */ goto fail; if (read_32bitBE(0x2c, streamFile) != 0x666D7420) /* fmt */ goto fail; if (read_32bitBE(0x72, streamFile) != 0x64617461) /* data */ goto fail; /* Probably better to check if loop end exists and use as loop flag. Blame SD9s from beatmania IIDX 21: Spada that have a flase flag but still "loop" */ //loop_flag = (read_16bitLE(0x0e,streamFile)==0x1); loop_flag = read_32bitLE(0x18, streamFile); // use loop end channel_count = read_16bitLE(0x36, streamFile); start_offset = 0x7a; /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channel_count, loop_flag); if (!vgmstream) goto fail; vgmstream->sample_rate = read_32bitLE(0x38, streamFile); vgmstream->num_samples = read_32bitLE(0x6e, streamFile); if (loop_flag) { vgmstream->loop_start_sample = read_32bitLE(0x14, streamFile) / 2 / channel_count; vgmstream->loop_end_sample = read_32bitLE(0x18, streamFile) / 2 / channel_count; } vgmstream->coding_type = coding_MSADPCM; vgmstream->layout_type = layout_none; vgmstream->frame_size = read_16bitLE(0x40, streamFile); vgmstream->meta_type = meta_SD9; if (!msadpcm_check_coefs(streamFile, 0x48)) goto fail; if (!vgmstream_open_stream(vgmstream, streamFile, start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }