vgmstream/src/meta/ea_wve_au00.c

60 lines
2.1 KiB
C

#include "meta.h"
#include "../coding/coding.h"
#include "../layout/layout.h"
/* EA WVE (VLC0/au00) - from Electronic Arts PS movies [Future Cop - L.A.P.D. (PS), Supercross 2000 (PS)] */
VGMSTREAM * init_vgmstream_ea_wve_au00(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
off_t start_offset;
int loop_flag, channel_count;
/* checks */
/* .wve: common, .fsv: Future Cop LAPD (PS1) */
if (!check_extensions(streamFile, "wve,fsv"))
goto fail;
if (read_32bitBE(0x00,streamFile) != 0x564C4330) /* "VLC0" */
goto fail;
start_offset = read_32bitBE(0x04,streamFile);
if (read_32bitBE(start_offset, streamFile) != 0x61753030 && /* "au00" */
read_32bitBE(start_offset, streamFile) != 0x61753031) /* "au01" (last block, but could be first) */
goto fail;
loop_flag = 0;
channel_count = 2;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count, loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_EA_WVE_AU00;
vgmstream->sample_rate = 22050;
/* You'd think they'd use coding_EA_XA_int but instead it's PS-ADPCM without flags and 0x0f frame size
* (equivalent to configurable PS-ADPCM), surely to shoehorn EA-XA sizes into the PS1 hardware decoder */
vgmstream->coding_type = coding_PSX_cfg;
vgmstream->interleave_block_size = 0x0f;
vgmstream->layout_type = layout_blocked_ea_wve_au00;
if (!vgmstream_open_stream(vgmstream,streamFile,start_offset))
goto fail;
/* calc num_samples manually */
{
vgmstream->next_block_offset = start_offset;
do {
block_update(vgmstream->next_block_offset,vgmstream);
vgmstream->num_samples += ps_cfg_bytes_to_samples(vgmstream->current_block_size, vgmstream->interleave_block_size, 1);
}
while (vgmstream->next_block_offset < get_streamfile_size(streamFile));
block_update(start_offset, vgmstream);
}
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}