#include "meta.h" #include "../coding/coding.h" /* VPK - from SCE America second party devs [God of War (PS2), NBA 08 (PS3)] */ VGMSTREAM* init_vgmstream_vpk(STREAMFILE* sf) { VGMSTREAM* vgmstream = NULL; int loop_flag, channels; off_t start_offset, loop_channel_offset; /* checks */ if (!is_id32be(0x00,sf, " KPV")) return NULL; if (!check_extensions(sf, "vpk")) return NULL; /* files are padded with garbage/silent 0xC00000..00 frames, and channel_size sometimes * has extra size into the padding: +0x10 (NBA08), +0x20 (GoW), or none (Sly 2, loops ok). * Could detect and remove to slightly improve full loops, but maybe this is just how the game works */ size_t channel_size = read_u32le(0x04,sf); start_offset = read_u32le(0x08,sf); channels = read_s32le(0x14,sf); /* 0x18+: channel config(?), 0x04 per channel */ loop_channel_offset = read_u32le(0x7FC,sf); loop_flag = (loop_channel_offset != 0); /* found in Sly 2/3 */ /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channels, loop_flag); if (!vgmstream) goto fail; vgmstream->sample_rate = read_s32le(0x10,sf); vgmstream->num_samples = ps_bytes_to_samples(channel_size * channels, channels); if (vgmstream->loop_flag) { vgmstream->loop_start_sample = ps_bytes_to_samples(loop_channel_offset * channels, channels); vgmstream->loop_end_sample = vgmstream->num_samples; } vgmstream->meta_type = meta_VPK; vgmstream->coding_type = coding_PSX; vgmstream->interleave_block_size = read_u32le(0x0C,sf) / 2; /* even in >2ch */ vgmstream->layout_type = layout_interleave; if (!vgmstream_open_stream(vgmstream, sf, start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }