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https://github.com/vgmstream/vgmstream.git
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67 lines
2.1 KiB
C
67 lines
2.1 KiB
C
#include "meta.h"
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#include "../layout/layout.h"
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#include "../coding/coding.h"
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/* VS - VagStream from Square games [Final Fantasy X (PS2) voices, Unlimited Saga (PS2) voices, All Star Pro-Wrestling 2/3 (PS2) music] */
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VGMSTREAM * init_vgmstream_vs_square(STREAMFILE *streamFile) {
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VGMSTREAM * vgmstream = NULL;
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int channel_count, loop_flag, pitch, flags;
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off_t start_offset;
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/* checks */
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/* .vs: header id (probably ok like The Bouncer's .vs, very similar) */
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if (!check_extensions(streamFile, "vs"))
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goto fail;
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if (read_32bitBE(0x00,streamFile) != 0x56530000) /* "VS\0\0" */
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goto fail;
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flags = read_32bitLE(0x04,streamFile);
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/* 0x08: block number */
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/* 0x0c: blocks left in the subfile */
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pitch = read_32bitLE(0x10,streamFile); /* usually 0x1000 = 48000 */
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/* 0x14: volume, usually 0x64 = 100 but be bigger/smaller (up to 128?) */
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/* 0x18: null */
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/* 0x1c: null */
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if (flags != 0x00 && flags != 0x01) {
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VGM_LOG("VS: unknown flags\n");
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goto fail;
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}
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loop_flag = 0;
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channel_count = (flags & 1) ? 2 : 1;
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start_offset = 0x00;
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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_VS_SQUARE;
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vgmstream->sample_rate = round10((48000 * pitch) / 4096); /* needed for rare files */
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vgmstream->coding_type = coding_PSX;
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vgmstream->layout_type = layout_blocked_vs_square;
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if (!vgmstream_open_stream(vgmstream,streamFile,start_offset))
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goto fail;
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/* calc num_samples */
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{
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vgmstream->next_block_offset = start_offset;
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do {
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block_update(vgmstream->next_block_offset,vgmstream);
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vgmstream->num_samples += ps_bytes_to_samples(vgmstream->current_block_size, 1);
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}
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while (vgmstream->next_block_offset < get_streamfile_size(streamFile));
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block_update(start_offset, vgmstream);
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}
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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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