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https://github.com/vgmstream/vgmstream.git
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eca9b83208
Remove layout_interleave_shortblock for clarity as the value is enough to signal its use. Also fix .snd last block calculation, and clean some metas since I was testing changes anyway.
54 lines
1.8 KiB
C
54 lines
1.8 KiB
C
#include "meta.h"
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#include "../util.h"
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/* SND - Might and Magic games [Warriors of M&M (PS2), Heroes of M&M: Quest for the DragonBone Staff (PS2)] */
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VGMSTREAM * init_vgmstream_ps2_snd(STREAMFILE *streamFile) {
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VGMSTREAM * vgmstream = NULL;
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off_t start_offset;
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size_t data_size;
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int loop_flag, channel_count;
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/* checks */
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if (!check_extensions(streamFile, "snd"))
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goto fail;
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if (read_32bitBE(0x00,streamFile) != 0x53534E44) /* "SSND" */
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goto fail;
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start_offset = read_32bitLE(0x04,streamFile)+0x08;
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data_size = get_streamfile_size(streamFile) - start_offset;
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loop_flag = 1; /* force full Loop */
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channel_count = read_16bitLE(0x0a,streamFile);
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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->sample_rate = (uint16_t)read_16bitLE(0x0e,streamFile);
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vgmstream->num_samples = read_32bitLE(0x16,streamFile);
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vgmstream->loop_start_sample = 0;
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vgmstream->loop_end_sample = vgmstream->num_samples;
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vgmstream->meta_type = meta_PS2_SND;
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if (read_8bit(0x08,streamFile)==1) {
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vgmstream->coding_type = coding_DVI_IMA_int; /* Warriors of M&M DragonBone */
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}
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else {
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vgmstream->coding_type = coding_PCM16LE; /* Heroes of M&M */
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}
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vgmstream->layout_type = layout_interleave;
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vgmstream->interleave_block_size = (uint16_t)read_16bitLE(0x12,streamFile);
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if (vgmstream->interleave_block_size)
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vgmstream->interleave_last_block_size = (data_size % (vgmstream->interleave_block_size*vgmstream->channels)) / vgmstream->channels;
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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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