vgmstream/src/meta/ngc_waa_wac_wad_wam.c

130 lines
4.3 KiB
C

#include "meta.h"
#include "../util.h"
/* WAC - WAD - WAM (Beyond Good & Evil GC/PS2) */
/* Note: A "Flat Layout" has no interleave */
VGMSTREAM * init_vgmstream_waa_wac_wad_wam(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
char filename[260];
off_t start_offset;
int loop_flag;
int channel_count;
int coef1_start;
int coef2_start;
int i;
int second_channel_start;
// Check file extensions
streamFile->get_name(streamFile,filename,sizeof(filename));
if (strcasecmp("waa",filename_extension(filename)) &&
strcasecmp("wac",filename_extension(filename)) &&
strcasecmp("wad",filename_extension(filename)) &&
strcasecmp("wam",filename_extension(filename))) goto fail;
/* check header */
if (read_32bitBE(0x00,streamFile) != 0x52494646 || /* "RIFF" */
read_32bitBE(0x08,streamFile) != 0x57415645 || /* "WAVE" */
read_32bitBE(0x0C,streamFile) != 0x666D7420 || /* "fmt\0x20" */
read_32bitBE(0x10,streamFile) != 0x12000000) /* "0x12000000" */
goto fail;
/* files don't contain looping information,
so the looping is not done depending on extension.
wam and waa contain ambient sounds and music, so often they contain
looped music. Change extension to wac or wad to make the sound non-looping.
*/
loop_flag = strcasecmp("wac",filename_extension(filename)) &&
strcasecmp("wad",filename_extension(filename));
channel_count = (uint16_t)read_16bitLE(0x16,streamFile);
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count,loop_flag);
if (!vgmstream) goto fail;
/* Check what encoder is needed */
//FIXME: //PC version uses pcm, but which encoder?
//FIXME: //Rayman Ravin Rabid Games on the wii use it with an unknown encoder yet
vgmstream->channels = channel_count;
vgmstream->sample_rate = read_32bitLE(0x18,streamFile);
vgmstream->layout_type = layout_none;
vgmstream->meta_type = meta_WAA_WAC_WAD_WAM;
switch((uint16_t)read_16bitLE(0x14,streamFile)) {
/* fill in the vital statistics */
case 0xFFFF: //PS2 adpcm
start_offset = 0x2E;
vgmstream->coding_type = coding_PSX;
vgmstream->num_samples = (read_32bitLE(0x2A,streamFile))/16*28/channel_count;
if (loop_flag) {
vgmstream->loop_start_sample = 0;
vgmstream->loop_end_sample = (read_32bitLE(0x2A,streamFile))/16*28/channel_count;
}
second_channel_start = (read_32bitLE(0x2A,streamFile)/2)+start_offset;
break;
case 0xFFFE: //game cube DSP
start_offset = 0x5C;
vgmstream->coding_type = coding_NGC_DSP;
vgmstream->num_samples = (read_32bitLE(0x2A,streamFile))*14/8/channel_count;
if (loop_flag) {
vgmstream->loop_start_sample = 0;
vgmstream->loop_end_sample = (read_32bitLE(0x2A,streamFile))*14/8/channel_count;
}
if(read_16bitLE(0x24,streamFile)==0x00)//is a wii file with no coeff table
{
goto fail;
}
second_channel_start = (read_32bitLE(0x2A,streamFile)/2)+0x8A;
/* Retrieveing the coef tables */
coef1_start = 0x2E;
coef2_start = (read_32bitLE(0x2A,streamFile)/2)+0x5C;
{
int i;
for (i=0;i<16;i++)
vgmstream->ch[0].adpcm_coef[i] = read_16bitBE(coef1_start+i*2,streamFile);
if (channel_count == 2) {
for (i=0;i<16;i++)
vgmstream->ch[1].adpcm_coef[i] = read_16bitBE(coef2_start+i*2,streamFile);
}
}
break;
default:
goto fail;
}
/* open the file for reading */
{
STREAMFILE * file;
file = streamFile->open(streamFile,filename,STREAMFILE_DEFAULT_BUFFER_SIZE);
if (!file) goto fail;
for (i=0;i<channel_count;i++) {
vgmstream->ch[i].streamfile = file;
/* The first channel */
vgmstream->ch[0].channel_start_offset=
vgmstream->ch[0].offset=start_offset;
}
/* The second channel */
if (channel_count == 2) {
vgmstream->ch[1].streamfile = streamFile->open(streamFile,filename,STREAMFILE_DEFAULT_BUFFER_SIZE);
if (!vgmstream->ch[1].streamfile) goto fail;
vgmstream->ch[1].channel_start_offset=
vgmstream->ch[1].offset=second_channel_start;
}
}
return vgmstream;
fail:
/* clean up anything we may have opened */
if (vgmstream) close_vgmstream(vgmstream);
return NULL;
}