vgmstream/src/meta/acm.c

67 lines
2.2 KiB
C

#include "meta.h"
#include "../coding/coding.h"
#include "../coding/libs/libacm.h"
/* ACM - InterPlay infinity engine games [Planescape: Torment (PC), Baldur's Gate (PC)] */
VGMSTREAM* init_vgmstream_acm(STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
int loop_flag = 0, channels, sample_rate, num_samples;
int force_channel_number = 0;
acm_codec_data* data = NULL;
/* checks */
/* .acm: plain ACM extension (often but not always paired with .mus, parsed elsewhere)
* .tun: Descent to Undermountain (PC)
* .wavc: header id for WAVC sfx (from bigfiles, extensionless) */
if (!check_extensions(sf, "acm,tun,wavc"))
goto fail;
if (read_u32be(0x00,sf) != 0x97280301 && /* header id (music) */
!is_id32be(0x00,sf, "WAVC")) /* sfx */
goto fail;
/* Plain ACM "channels" in the header (at 0x08) may be set to 2 for mono voices [FO1] or 1 for music [P:T],
* but actually seem related to ACM rows/cols and have nothing to do with channels.
*
* libacm will set plain ACM (not WAVC) to 2ch unless changed, but only Fallout (PC)
* and Descent to Undermountain (PC) seems to use plain ACM for sfx/voices,
* others are WAVC (which do have channels).
* DtU seems to use the field
*
* Doesn't look like there is any way to detect mono/stereo, so as a quick hack if
* we have a plain ACM (not WAVC) named .wavc we will force 1ch. */
if (check_extensions(sf, "wavc") && read_u32be(0x00,sf) == 0x97280301) {
force_channel_number = 1;
}
/* init decoder */
{
data = init_acm(sf, force_channel_number);
if (!data) goto fail;
get_info_acm(data, &channels, &sample_rate, &num_samples);
}
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channels, loop_flag);
if (!vgmstream) goto fail;
vgmstream->sample_rate = sample_rate;
vgmstream->num_samples = num_samples;
vgmstream->meta_type = meta_ACM;
vgmstream->coding_type = coding_ACM;
vgmstream->layout_type = layout_none;
vgmstream->codec_data = data;
return vgmstream;
fail:
free_acm(data);
close_vgmstream(vgmstream);
return NULL;
}