#include "meta.h" #include "../coding/coding.h" /* CSMP - Retro Studios sample [Metroid Prime 3 (Wii)-sfx, Donkey Kong Country Returns (Wii)-sfx] */ VGMSTREAM* init_vgmstream_csmp(STREAMFILE* sf) { VGMSTREAM* vgmstream = NULL; off_t start_offset, first_offset = 0x08, chunk_offset; int loop_flag, channels; /* checks */ if (!is_id32be(0x00, sf, "CSMP")) goto fail; if (!check_extensions(sf, "csmp")) goto fail; if (read_u32be(0x04, sf) != 1) /* version? */ goto fail; /* INFO > PAD > DATA */ if (!find_chunk(sf, get_id32be("DATA"),first_offset,0, &chunk_offset,NULL, 1, 0)) goto fail; /* contains a not quite standard DSP header */ channels = 1; /* also at INFO + 0x00? (in practice uses dual stereo in separate files) */ loop_flag = read_s16be(chunk_offset+0x0c,sf); /* also at INFO + 0x01 */ start_offset = chunk_offset + 0x60; /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channels, loop_flag); if (!vgmstream) goto fail; vgmstream->meta_type = meta_CSMP; vgmstream->sample_rate = read_s32be(chunk_offset+0x08,sf); vgmstream->num_samples = read_s32be(chunk_offset+0x00,sf); vgmstream->loop_start_sample = read_s32be(chunk_offset+0x10,sf); /* unlike regular DSP's nibbles */ vgmstream->loop_end_sample = read_s32be(chunk_offset+0x14,sf) + 1; vgmstream->coding_type = coding_NGC_DSP; vgmstream->layout_type = layout_none; dsp_read_coefs_be(vgmstream, sf, chunk_offset+0x1c, 0x00); dsp_read_hist_be(vgmstream, sf, chunk_offset+0x40, 0x00); if (!vgmstream_open_stream(vgmstream, sf, start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }