vgmstream/src/meta/a2m.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

46 lines
1.3 KiB
C

#include "meta.h"
#include "../coding/coding.h"
/* A2M - from Artificial Mind & Movement games [Scooby-Doo! Unmasked (PS2)] */
VGMSTREAM * init_vgmstream_a2m(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
off_t start_offset;
size_t data_size;
int loop_flag, channel_count;
/* checks */
if ( !check_extensions(streamFile,"int") )
goto fail;
if (read_32bitBE(0x00,streamFile) != 0x41324D00) /* "A2M\0" */
goto fail;
if (read_32bitBE(0x04,streamFile) != 0x50533200) /* "PS2\0" */
goto fail;
start_offset = 0x30;
data_size = get_streamfile_size(streamFile) - start_offset;
channel_count = 2;
loop_flag = 0;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count,loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_A2M;
vgmstream->sample_rate = read_32bitBE(0x10,streamFile);
vgmstream->num_samples = ps_bytes_to_samples(data_size,channel_count);
vgmstream->coding_type = coding_PSX;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = 0x6000;
if ( !vgmstream_open_stream(vgmstream, streamFile, start_offset) )
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}