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https://github.com/vgmstream/vgmstream.git
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46 lines
1.7 KiB
C
46 lines
1.7 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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/* HWAS - found in Vicarious Visions NDS games (Spider-Man 3, Tony Hawk's Downhill Jam, etc) */
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VGMSTREAM * init_vgmstream_nds_hwas(STREAMFILE *streamFile) {
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VGMSTREAM * vgmstream = NULL;
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off_t start_offset;
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int channel_count, loop_flag = 0;
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/* checks */
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/* .hwas: usually in archives but also found named (ex. Guitar Hero On Tour) */
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if (!check_extensions(streamFile,"hwas"))
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goto fail;
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if (read_32bitBE(0x00,streamFile) != 0x73617768) /* "sawh" */
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goto fail;
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loop_flag = 1; /* almost all files seem to loop (usually if num_samples != loop_end doesn't loop, but not always) */
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channel_count = read_32bitLE(0x0C,streamFile);
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if (channel_count > 1) goto fail; /* unknown block layout when stereo, not seen */
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start_offset = 0x200;
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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_NDS_HWAS;
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vgmstream->sample_rate = read_32bitLE(0x08,streamFile);
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vgmstream->num_samples = ima_bytes_to_samples(read_32bitLE(0x14,streamFile), channel_count);
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vgmstream->loop_start_sample = ima_bytes_to_samples(read_32bitLE(0x10,streamFile), channel_count); //assumed, always 0
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vgmstream->loop_end_sample = ima_bytes_to_samples(read_32bitLE(0x18,streamFile), channel_count);
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vgmstream->coding_type = coding_IMA_int;
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vgmstream->layout_type = layout_blocked_hwas;
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vgmstream->full_block_size = read_32bitLE(0x04,streamFile); /* usually 0x2000, 0x4000 or 0x8000 */
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if (!vgmstream_open_stream(vgmstream,streamFile,start_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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