#include "meta.h" #include "../layout/layout.h" #include "../coding/coding.h" /* HWAS - found in Vicarious Visions NDS games (Spider-Man 3, Tony Hawk's Downhill Jam, etc) */ VGMSTREAM * init_vgmstream_nds_hwas(STREAMFILE *streamFile) { VGMSTREAM * vgmstream = NULL; off_t start_offset; int channel_count, loop_flag = 0; /* checks */ /* .hwas: usually in archives but also found named (ex. Guitar Hero On Tour) */ if (!check_extensions(streamFile,"hwas")) goto fail; if (read_32bitBE(0x00,streamFile) != 0x73617768) /* "sawh" */ goto fail; loop_flag = 1; /* almost all files seem to loop (usually if num_samples != loop_end doesn't loop, but not always) */ channel_count = read_32bitLE(0x0C,streamFile); if (channel_count > 1) goto fail; /* unknown block layout when stereo, not seen */ start_offset = 0x200; /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channel_count,loop_flag); if (!vgmstream) goto fail; vgmstream->meta_type = meta_NDS_HWAS; vgmstream->sample_rate = read_32bitLE(0x08,streamFile); vgmstream->num_samples = ima_bytes_to_samples(read_32bitLE(0x14,streamFile), channel_count); vgmstream->loop_start_sample = ima_bytes_to_samples(read_32bitLE(0x10,streamFile), channel_count); //assumed, always 0 vgmstream->loop_end_sample = ima_bytes_to_samples(read_32bitLE(0x18,streamFile), channel_count); vgmstream->coding_type = coding_IMA_int; vgmstream->layout_type = layout_blocked_hwas; vgmstream->full_block_size = read_32bitLE(0x04,streamFile); /* usually 0x2000, 0x4000 or 0x8000 */ if (!vgmstream_open_stream(vgmstream,streamFile,start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }