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aed7eb36fc
Most data is 0x10, but Kessen(JP) is 0x20.
57 lines
1.8 KiB
C
57 lines
1.8 KiB
C
#include "meta.h"
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#include "../coding/coding.h"
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/* .MIC - from KOEI games [Crimson Sea 2 (PS2), Dynasty Tactics 2 (PS2)] */
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VGMSTREAM* init_vgmstream_mic_koei(STREAMFILE* sf) {
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VGMSTREAM* vgmstream = NULL;
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off_t start_offset;
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int loop_flag, channels, loop_start, loop_end, sample_rate;
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size_t interleave, block_size;
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/* checks */
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if (!check_extensions(sf, "mic"))
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goto fail;
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/* simple header so throws some extra in some checks */
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start_offset = read_u32le(0x00,sf);
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if (start_offset != 0x800) goto fail;
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sample_rate = read_u32le(0x04,sf);
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channels = read_u32le(0x08,sf);
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if (channels > 4) goto fail; /* 1/2/4 are known */
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interleave = read_u32le(0x0c,sf);
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if (interleave != 0x10 && interleave != 0x20) goto fail;
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loop_end = read_s32le(0x10,sf);
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loop_start = read_s32le(0x14,sf);
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if (read_u32le(0x18,sf) != 0) goto fail;
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if (read_u32le(0x1c,sf) != 0) goto fail;
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loop_flag = (loop_start != 1);
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block_size = interleave * channels;
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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_PS2_MIC;
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vgmstream->sample_rate = sample_rate;
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vgmstream->coding_type = coding_PSX;
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vgmstream->interleave_block_size = interleave;
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vgmstream->layout_type = layout_interleave;
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vgmstream->num_samples = ps_bytes_to_samples(loop_end * block_size, channels);
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vgmstream->loop_start_sample = ps_bytes_to_samples(loop_start * block_size, channels);
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vgmstream->loop_end_sample = vgmstream->num_samples;
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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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