vgmstream/src/meta/ps2_exst.c

69 lines
2.2 KiB
C

#include "meta.h"
#include "../coding/coding.h"
/* EXST - from Sony games [Shadow of the Colossus (PS2), Gacha Mecha Stadium Saru Battle (PS2)] */
VGMSTREAM * init_vgmstream_ps2_exst(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
STREAMFILE * streamBody = NULL;
off_t start_offset;
int loop_flag, channel_count;
size_t block_size, num_blocks, loop_start_block;
/* checks */
/* .sts+int: main [Shadow of the Colossus (PS2)] (some .sts have manually joined header+body)
* .x: header+body [Ape Escape 3 (PS2)] */
if (!check_extensions(streamFile, "sts,x"))
goto fail;
if (read_32bitBE(0x00,streamFile) != 0x45585354) /* "EXST" */
goto fail;
streamBody = open_streamfile_by_ext(streamFile,"int");
if (!streamBody) {
/* data+body joined */
start_offset = 0x78;
if (get_streamfile_size(streamFile) < start_offset)
goto fail;
}
else {
/* body is separate */
start_offset = 0x00;
}
channel_count = read_16bitLE(0x06,streamFile);
loop_flag = read_32bitLE(0x0C,streamFile) == 1;
loop_start_block = read_32bitLE(0x10,streamFile);
num_blocks = read_32bitLE(0x14,streamFile);
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count,loop_flag);
if (!vgmstream) goto fail;
vgmstream->sample_rate = read_32bitLE(0x08,streamFile);
vgmstream->meta_type = meta_PS2_EXST;
vgmstream->coding_type = coding_PSX;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = 0x400;
block_size = vgmstream->interleave_block_size * vgmstream->channels;
vgmstream->num_samples = ps_bytes_to_samples(num_blocks*block_size, channel_count);
if (vgmstream->loop_flag) {
vgmstream->loop_start_sample = ps_bytes_to_samples(loop_start_block*block_size, channel_count);;
vgmstream->loop_end_sample = vgmstream->num_samples;
}
if (!vgmstream_open_stream(vgmstream,streamBody ? streamBody : streamFile,start_offset))
goto fail;
close_streamfile(streamBody);
return vgmstream;
fail:
close_streamfile(streamBody);
close_vgmstream(vgmstream);
return NULL;
}