mirror of
https://github.com/vgmstream/vgmstream.git
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57 lines
1.9 KiB
C
57 lines
1.9 KiB
C
#include "meta.h"
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#include "../coding/coding.h"
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/* SVAG - from Konami Tokyo games [OZ (PS2), Neo Contra (PS2), Silent Hill 2 (PS2)] */
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VGMSTREAM * init_vgmstream_ps2_svag(STREAMFILE *streamFile) {
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VGMSTREAM * vgmstream = NULL;
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off_t start_offset;
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size_t data_size;
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int loop_flag, channel_count;
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/* checks */
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if (!check_extensions(streamFile, "svag"))
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goto fail;
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if (read_32bitBE(0x00,streamFile) != 0x53766167) /* "Svag" */
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goto fail;
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channel_count = read_16bitLE(0x0C,streamFile); /* always 2? ("S"tereo vag?) */
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loop_flag = (read_32bitLE(0x14,streamFile)==1);
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/* header repeated at 0x400 presumably for stereo */
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if (channel_count > 1 && read_32bitBE(0x400,streamFile) != 0x53766167) /* "Svag" */
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goto fail;
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start_offset = 0x800;
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data_size = read_32bitLE(0x04,streamFile);
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/* build the VGMSTREAM */
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vgmstream = allocate_vgmstream(channel_count,loop_flag);
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if (!vgmstream) goto fail;
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vgmstream->sample_rate = read_32bitLE(0x08,streamFile);
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vgmstream->num_samples = ps_bytes_to_samples(read_32bitLE(0x04,streamFile), vgmstream->channels);
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if(vgmstream->loop_flag) {
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vgmstream->loop_start_sample = ps_bytes_to_samples(read_32bitLE(0x18,streamFile)*vgmstream->channels, vgmstream->channels);
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vgmstream->loop_end_sample = vgmstream->num_samples;
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}
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vgmstream->meta_type = meta_PS2_SVAG;
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vgmstream->coding_type = coding_PSX;
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vgmstream->layout_type = layout_interleave;
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vgmstream->interleave_block_size = read_32bitLE(0x10,streamFile);
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if (vgmstream->interleave_block_size)
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vgmstream->interleave_last_block_size = (data_size % (vgmstream->interleave_block_size*vgmstream->channels)) / vgmstream->channels;
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if (!vgmstream_open_stream(vgmstream,streamFile,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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