vgmstream/src/meta/ue4opus.c
2021-06-21 00:30:15 +02:00

62 lines
1.7 KiB
C

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