vgmstream/src/meta/vpk.c
2024-07-14 20:24:53 +02:00

53 lines
1.8 KiB
C

#include "meta.h"
#include "../coding/coding.h"
/* VPK - from SCE America second party devs [God of War (PS2), NBA 08 (PS3)] */
VGMSTREAM* init_vgmstream_vpk(STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
int loop_flag, channels;
off_t start_offset, loop_channel_offset;
/* checks */
if (!is_id32be(0x00,sf, " KPV"))
return NULL;
if (!check_extensions(sf, "vpk"))
return NULL;
/* files are padded with garbage/silent 0xC00000..00 frames, and channel_size sometimes
* has extra size into the padding: +0x10 (NBA08), +0x20 (GoW), or none (Sly 2, loops ok).
* Could detect and remove to slightly improve full loops, but maybe this is just how the game works */
size_t channel_size = read_u32le(0x04,sf);
start_offset = read_u32le(0x08,sf);
channels = read_s32le(0x14,sf);
/* 0x18+: channel config(?), 0x04 per channel */
loop_channel_offset = read_u32le(0x7FC,sf);
loop_flag = (loop_channel_offset != 0); /* found in Sly 2/3 */
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channels, loop_flag);
if (!vgmstream) goto fail;
vgmstream->sample_rate = read_s32le(0x10,sf);
vgmstream->num_samples = ps_bytes_to_samples(channel_size * channels, channels);
if (vgmstream->loop_flag) {
vgmstream->loop_start_sample = ps_bytes_to_samples(loop_channel_offset * channels, channels);
vgmstream->loop_end_sample = vgmstream->num_samples;
}
vgmstream->meta_type = meta_VPK;
vgmstream->coding_type = coding_PSX;
vgmstream->interleave_block_size = read_u32le(0x0C,sf) / 2; /* even in >2ch */
vgmstream->layout_type = layout_interleave;
if (!vgmstream_open_stream(vgmstream, sf, start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}