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https://github.com/vgmstream/vgmstream.git
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69 lines
2.1 KiB
C
69 lines
2.1 KiB
C
#include "meta.h"
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#include "../coding/coding.h"
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#include "../util.h"
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/* .ADX - from Monster Games [Xenoblade 3D (3DS)] */
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VGMSTREAM* init_vgmstream_adx_monster(STREAMFILE *sf) {
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VGMSTREAM* vgmstream = NULL;
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int loop_flag, channels;
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int channel_header_spacing = 0x34;
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/* checks */
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if (read_u32be(0x00,sf) != 0x02000000)
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return NULL;
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/* .adx: reused from Wii version, but actually DSP */
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if (!check_extensions(sf,"adx"))
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return NULL;
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channels = read_s32le(0x0, sf);
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loop_flag = read_s16le(0x6e, sf);
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if (channels > 2 || channels < 0)
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goto fail;
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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_ADX_MONSTER;
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vgmstream->coding_type = coding_NGC_DSP;
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vgmstream->layout_type = layout_none;
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vgmstream->sample_rate = read_s32le(0x70,sf);
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vgmstream->num_samples = read_s32le(0x74, sf);
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vgmstream->loop_start_sample = read_s32le(0x78, sf);
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vgmstream->loop_end_sample = read_s32le(0x7c, sf);
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dsp_read_coefs_le(vgmstream,sf, 0x04, channel_header_spacing);
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/* semi-interleave: manually open streams at offset */
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{
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char filename[PATH_LIMIT];
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int i;
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sf->get_name(sf,filename,sizeof(filename));
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for (i = 0; i<channels; i++) {
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vgmstream->ch[i].streamfile = sf->open(sf, filename, STREAMFILE_DEFAULT_BUFFER_SIZE);
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vgmstream->ch[i].channel_start_offset =
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vgmstream->ch[i].offset = read_32bitLE(0x34+i*channel_header_spacing, sf);
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if (!vgmstream->ch[i].streamfile) goto fail;
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}
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}
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#if 0
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/* this should be equivalent to the above, but more testing is needed */
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vgmstream->layout_type = layout_interleave;
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vgmstream->interleave_block_size =
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read_32bitLE(0x34+1*channel_header_spacing, streamFile)
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- read_32bitLE(0x34+0*channel_header_spacing, streamFile);
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if (!vgmstream_open_stream(vgmstream,streamFile, read_32bitLE(0x34+0*channel_header_spacing, streamFile)))
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goto fail;
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#endif
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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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