vgmstream/src/meta/svg.c
bnnm d5a11d58e8 Add various metas
- DSP: itl, vag (PPP)
- PS2: int (A2M), ahv, msv, sdf, svg, vis
- PC: .aif (Asobo), ao, apc, wv2
- Xbox: xau (Konami)
2018-08-28 18:47:56 +02:00

49 lines
1.6 KiB
C

#include "meta.h"
#include "../coding/coding.h"
/* SVG - from High Voltage games [Hunter: The Reckoning - Wayward (PS2)] */
VGMSTREAM * init_vgmstream_svg(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
off_t start_offset;
size_t data_size, interleave;
int loop_flag, channel_count;
int32_t loop_start = 0, loop_end = 0;
/* checks */
if ( !check_extensions(streamFile,"svg") )
goto fail;
if (read_32bitBE(0x00,streamFile) != 0x53564770) /* "SVGp" */
goto fail;
start_offset = 0x800;
data_size = read_32bitLE(0x18,streamFile);
interleave = read_32bitLE(0x14,streamFile);
channel_count = 2;
loop_flag = ps_find_loop_offsets(streamFile, start_offset, data_size, channel_count, interleave,&loop_start, &loop_end);
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count,loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_SVG;
vgmstream->sample_rate = read_32bitBE(0x2c,streamFile);
vgmstream->num_samples = ps_bytes_to_samples(data_size,channel_count);
vgmstream->loop_start_sample = loop_start;
vgmstream->loop_end_sample = loop_end;
vgmstream->coding_type = coding_PSX;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = interleave;
read_string(vgmstream->stream_name,0x10+1, 0x04,streamFile);
if ( !vgmstream_open_stream(vgmstream, streamFile, start_offset) )
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}