#include "meta.h" #include "../coding/coding.h" /* STER - from Silicon Studios/Vicarious Visions's ALCHEMY middleware [Baroque (PS2), Star Soldier (PS2)] */ VGMSTREAM* init_vgmstream_ster(STREAMFILE* sf) { VGMSTREAM* vgmstream = NULL; off_t start_offset; int loop_flag, channels, sample_rate; size_t channel_size, loop_start; /* checks */ /* .ster: header id (no apparent names/extensions) * .sfs: generic bigfile extension (to be removed?)*/ if (!check_extensions(sf, "ster,sfs")) goto fail; if (!is_id32be(0x00,sf, "STER")) goto fail; channel_size = read_u32le(0x04, sf); loop_start = read_u32le(0x08, sf); /* absolute (ex. offset 0x50 for full loops) */ /* 0x0c: data size BE */ sample_rate = read_s32be(0x10,sf); /* 0x14~20: null */ loop_flag = loop_start != 0xFFFFFFFF; channels = 2; /* mono files are simply .VAG */ start_offset = 0x30; /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channels, loop_flag); if (!vgmstream) goto fail; vgmstream->meta_type = meta_STER; vgmstream->sample_rate = sample_rate; vgmstream->num_samples = ps_bytes_to_samples(channel_size, 1); vgmstream->loop_start_sample = ps_bytes_to_samples(loop_start - start_offset, channels); vgmstream->loop_end_sample = vgmstream->num_samples; vgmstream->coding_type = coding_PSX; vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = 0x10; read_string(vgmstream->stream_name,0x10+1, 0x20,sf); if (!vgmstream_open_stream(vgmstream, sf, start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }