#include "meta.h" #include "../coding/coding.h" VGMSTREAM * init_vgmstream_gin_header(STREAMFILE *streamFile, off_t offset); /* .gin - EA engine sounds [Need for Speed: Most Wanted (multi)] */ VGMSTREAM * init_vgmstream_gin(STREAMFILE *streamFile) { if (!check_extensions(streamFile, "gin")) goto fail; return init_vgmstream_gin_header(streamFile, 0x00); fail: return NULL; } VGMSTREAM * init_vgmstream_gin_header(STREAMFILE *streamFile, off_t offset) { VGMSTREAM * vgmstream = NULL; off_t start_offset; int loop_flag, channel_count, sample_rate, num_samples; /* checks */ if (read_32bitBE(offset + 0x00, streamFile) != 0x476E7375) /* "Gnsu" */ goto fail; /* contains mapped values for engine RPM sounds but we'll just play the whole thing */ /* 0x04: size? "20\00\00"? */ /* 0x08/0c: min/max float RPM? */ /* 0x10: RPM up? (pitch/frequency) table size */ /* 0x14: RPM ??? table size */ /* always LE even on X360/PS3 */ num_samples = read_32bitLE(offset + 0x18, streamFile); sample_rate = read_32bitLE(offset + 0x1c, streamFile); start_offset = offset + 0x20 + (read_32bitLE(offset + 0x10, streamFile) + 1) * 0x04 + (read_32bitLE(offset + 0x14, streamFile) + 1) * 0x04; channel_count = 1; loop_flag = 0; /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channel_count, loop_flag); if (!vgmstream) goto fail; vgmstream->meta_type = meta_GIN; vgmstream->sample_rate = sample_rate; vgmstream->num_samples = num_samples; vgmstream->coding_type = coding_EA_XAS_V0; vgmstream->layout_type = layout_none; /* calculate size for TMX */ vgmstream->stream_size = (align_size_to_block(num_samples, 32) / 32) * 0x13; if (!vgmstream_open_stream(vgmstream, streamFile, start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }