vgmstream/src/meta/ps2_snd.c
bnnm eca9b83208 Simplify last block interleave
Remove layout_interleave_shortblock for clarity as the value is enough
to signal its use. Also fix .snd last block calculation, and clean some
metas since I was testing changes anyway.
2018-03-24 19:27:24 +01:00

54 lines
1.8 KiB
C

#include "meta.h"
#include "../util.h"
/* SND - Might and Magic games [Warriors of M&M (PS2), Heroes of M&M: Quest for the DragonBone Staff (PS2)] */
VGMSTREAM * init_vgmstream_ps2_snd(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
off_t start_offset;
size_t data_size;
int loop_flag, channel_count;
/* checks */
if (!check_extensions(streamFile, "snd"))
goto fail;
if (read_32bitBE(0x00,streamFile) != 0x53534E44) /* "SSND" */
goto fail;
start_offset = read_32bitLE(0x04,streamFile)+0x08;
data_size = get_streamfile_size(streamFile) - start_offset;
loop_flag = 1; /* force full Loop */
channel_count = read_16bitLE(0x0a,streamFile);
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count,loop_flag);
if (!vgmstream) goto fail;
vgmstream->sample_rate = (uint16_t)read_16bitLE(0x0e,streamFile);
vgmstream->num_samples = read_32bitLE(0x16,streamFile);
vgmstream->loop_start_sample = 0;
vgmstream->loop_end_sample = vgmstream->num_samples;
vgmstream->meta_type = meta_PS2_SND;
if (read_8bit(0x08,streamFile)==1) {
vgmstream->coding_type = coding_DVI_IMA_int; /* Warriors of M&M DragonBone */
}
else {
vgmstream->coding_type = coding_PCM16LE; /* Heroes of M&M */
}
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = (uint16_t)read_16bitLE(0x12,streamFile);
if (vgmstream->interleave_block_size)
vgmstream->interleave_last_block_size = (data_size % (vgmstream->interleave_block_size*vgmstream->channels)) / vgmstream->channels;
if (!vgmstream_open_stream(vgmstream,streamFile,start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}