mirror of
https://github.com/vgmstream/vgmstream.git
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62 lines
1.7 KiB
C
62 lines
1.7 KiB
C
#include "meta.h"
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#include "../coding/coding.h"
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/* UE4OPUS - from Unreal Engine 4 games [ARK: Survival Evolved (PC), Fortnite (PC)] */
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VGMSTREAM * init_vgmstream_ue4opus(STREAMFILE *sf) {
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VGMSTREAM * vgmstream = NULL;
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off_t start_offset;
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int loop_flag = 0, channels, sample_rate, num_samples, skip;
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size_t data_size;
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/* checks*/
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/* .opus/lopus: possible real extension
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* .ue4opus: header id */
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if (!check_extensions(sf, "opus,lopus,ue4opus"))
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goto fail;
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if (!is_id64be(0x00, sf, "UE4OPUS\0"))
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goto fail;
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sample_rate = read_u16le(0x08, sf);
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num_samples = read_s32le(0x0a, sf); /* may be less or equal to file num_samples */
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channels = read_u8(0x0e, sf);
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/* 0x0f(2): frame count */
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loop_flag = 0;
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start_offset = 0x11;
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data_size = get_streamfile_size(sf) - start_offset;
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/* build the VGMSTREAM */
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vgmstream = allocate_vgmstream(channels, loop_flag);
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if (!vgmstream) goto fail;
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vgmstream->meta_type = meta_UE4OPUS;
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vgmstream->sample_rate = sample_rate;
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#ifdef VGM_USE_FFMPEG
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{
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/* usually uses 60ms for music (delay of 360 samples) */
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skip = ue4_opus_get_encoder_delay(start_offset, sf);
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vgmstream->num_samples = num_samples - skip;
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vgmstream->codec_data = init_ffmpeg_ue4_opus(sf, start_offset,data_size, vgmstream->channels, skip, vgmstream->sample_rate);
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if (!vgmstream->codec_data) goto fail;
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vgmstream->coding_type = coding_FFmpeg;
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vgmstream->layout_type = layout_none;
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}
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#else
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goto fail;
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#endif
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if (!vgmstream_open_stream(vgmstream, sf, start_offset))
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goto fail;
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return vgmstream;
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fail:
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close_vgmstream(vgmstream);
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return NULL;
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}
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