vgmstream/src/meta/nds_strm_ffta2.c

49 lines
1.5 KiB
C

#include "meta.h"
/* STRM - from Final Fantasy Tactics A2 (NDS) */
VGMSTREAM * init_vgmstream_nds_strm_ffta2(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
off_t start_offset;
int loop_flag, channel_count;
/* checks*/
/* .bin: actual extension
* .strm: header id */
if (!check_extensions(streamFile,"bin,strm"))
goto fail;
/* check header */
if (read_32bitBE(0x00,streamFile) != 0x52494646 || /* "RIFF" */
read_32bitBE(0x08,streamFile) != 0x494D4120) /* "IMA " */
goto fail;
loop_flag = (read_32bitLE(0x20,streamFile) !=0);
channel_count = read_32bitLE(0x24,streamFile);
start_offset = 0x2C;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count,loop_flag);
if (!vgmstream) goto fail;
vgmstream->channels = channel_count;
vgmstream->sample_rate = read_32bitLE(0x0C,streamFile);
vgmstream->num_samples = (read_32bitLE(0x04,streamFile)-start_offset);
vgmstream->loop_start_sample = read_32bitLE(0x20,streamFile);
vgmstream->loop_end_sample = read_32bitLE(0x28,streamFile);
vgmstream->meta_type = meta_NDS_STRM_FFTA2;
vgmstream->coding_type = coding_FFTA2_IMA;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = 0x80;
if (!vgmstream_open_stream(vgmstream,streamFile,start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}