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https://github.com/vgmstream/vgmstream.git
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60 lines
2.1 KiB
C
60 lines
2.1 KiB
C
#include "meta.h"
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#include "../coding/coding.h"
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#include "../layout/layout.h"
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/* EA WVE (VLC0/au00) - from Electronic Arts PS movies [Future Cop - L.A.P.D. (PS), Supercross 2000 (PS)] */
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VGMSTREAM * init_vgmstream_ea_wve_au00(STREAMFILE *streamFile) {
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VGMSTREAM * vgmstream = NULL;
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off_t start_offset;
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int loop_flag, channel_count;
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/* checks */
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/* .wve: common, .fsv: Future Cop LAPD (PS1) */
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if (!check_extensions(streamFile, "wve,fsv"))
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goto fail;
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if (read_32bitBE(0x00,streamFile) != 0x564C4330) /* "VLC0" */
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goto fail;
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start_offset = read_32bitBE(0x04,streamFile);
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if (read_32bitBE(start_offset, streamFile) != 0x61753030 && /* "au00" */
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read_32bitBE(start_offset, streamFile) != 0x61753031) /* "au01" (last block, but could be first) */
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goto fail;
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loop_flag = 0;
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channel_count = 2;
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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_EA_WVE_AU00;
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vgmstream->sample_rate = 22050;
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/* You'd think they'd use coding_EA_XA_int but instead it's PS-ADPCM without flags and 0x0f frame size
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* (equivalent to configurable PS-ADPCM), surely to shoehorn EA-XA sizes into the PS1 hardware decoder */
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vgmstream->coding_type = coding_PSX_cfg;
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vgmstream->interleave_block_size = 0x0f;
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vgmstream->layout_type = layout_blocked_ea_wve_au00;
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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 manually */
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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_cfg_bytes_to_samples(vgmstream->current_block_size, vgmstream->interleave_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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