mirror of
https://github.com/vgmstream/vgmstream.git
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63 lines
1.8 KiB
C
63 lines
1.8 KiB
C
#include "meta.h"
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#include "../coding/coding.h"
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/* FWSE - Capcom's MT Framework V1.x sound file */
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VGMSTREAM *init_vgmstream_fwse(STREAMFILE *streamFile) {
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VGMSTREAM *vgmstream = NULL;
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uint32_t version, /*data_size,*/ buffer_offset;
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int channel_count, loop_flag, sample_count, sample_rate, loop_start, loop_end;
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/* checks*/
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/* .fwse: header id, no apparent extension in bigfiles */
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if (!check_extensions(streamFile,"fwse"))
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goto fail;
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if ((read_32bitBE(0x00,streamFile)) != 0x46575345) /* "FWSE" */
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goto fail;
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version = read_32bitLE(0x04,streamFile);
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/* v2: Resident Evil 5 (PC)
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* v3: Ace Attourney: Dual Destinies (Android) */
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if (version != 2 && version != 3)
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goto fail;
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//data_size = read_32bitLE(0x08,streamFile);
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buffer_offset = read_32bitLE(0x0C,streamFile);
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channel_count = read_32bitLE(0x10,streamFile);
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if (channel_count > 2)
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goto fail;
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sample_count = read_32bitLE(0x14,streamFile);
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sample_rate = read_32bitLE(0x18,streamFile);
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loop_start = read_32bitLE(0x20,streamFile);
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loop_end = read_32bitLE(0x24,streamFile);
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loop_flag = (loop_start != -1);
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/* 0x28: some kind of setup? */
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/* 0x40: some kind of seek table with ADPCM hist/steps? */
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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->meta_type = meta_FWSE;
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vgmstream->sample_rate = sample_rate;
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vgmstream->num_samples = sample_count;
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vgmstream->loop_start_sample = loop_start;
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vgmstream->loop_end_sample = loop_end;
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vgmstream->coding_type = coding_MTF_IMA;
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vgmstream->layout_type = layout_none;
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if (!vgmstream_open_stream(vgmstream,streamFile,buffer_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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