mirror of
https://github.com/vgmstream/vgmstream.git
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74 lines
2.1 KiB
C
74 lines
2.1 KiB
C
#include "meta.h"
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#include "../coding/coding.h"
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/* MPEG - standard MP1/2/3 audio */
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VGMSTREAM* init_vgmstream_mpeg(STREAMFILE* sf) {
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#ifdef VGM_USE_MPEG
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VGMSTREAM* vgmstream = NULL;
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uint32_t start_offset;
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int loop_flag = 0;
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mpeg_frame_info info = {0};
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uint32_t header_id;
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/* checks */
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header_id = read_u32be(0x00, sf);
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if ((header_id & 0xFFF00000) != 0xFFF00000 &&
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(header_id & 0xFFFFFF00) != get_id32be("ID3\0") &&
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(header_id & 0xFFFFFF00) != get_id32be("TAG\0"))
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goto fail;
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/* detect base offset, since some tags with images are big
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* (init_mpeg only skips tags in a small-ish buffer) */
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start_offset = 0x00;
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while (start_offset < get_streamfile_size(sf)) {
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uint32_t tag_size = mpeg_get_tag_size(sf, start_offset, 0);
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if (tag_size == 0)
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break;
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start_offset += tag_size;
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}
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if (!mpeg_get_frame_info(sf, start_offset, &info))
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goto fail;
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/* .mp3/mp2: standard (is .mp1 ever used in games?)
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* .lmp1/2/3: for plugins
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* .mus: Marc Ecko's Getting Up (PC) */
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if (!check_extensions(sf, "mp3,mp2,mp1,mus,lmp3,lmp2,lmp1"))
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goto fail;
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loop_flag = 0;
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/* build VGMSTREAM */
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vgmstream = allocate_vgmstream(info.channels, loop_flag);
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if (!vgmstream) goto fail;
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vgmstream->meta_type = meta_MPEG;
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vgmstream->sample_rate = info.sample_rate;
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/* more strict, use? */
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//mpeg_custom_config cfg = {0};
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//cfg.skip_samples = ...
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//vgmstream->codec_data = init_mpeg_custom(sf, start_offset, &vgmstream->coding_type, fmt.channels, MPEG_STANDARD, &cfg);
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vgmstream->codec_data = init_mpeg(sf, start_offset, &vgmstream->coding_type, info.channels);
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if (!vgmstream->codec_data) goto fail;
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vgmstream->layout_type = layout_none;
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//vgmstream->num_samples = mpeg_bytes_to_samples(data_size, vgmstream->codec_data);
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vgmstream->num_samples = mpeg_get_samples(sf, start_offset, get_streamfile_size(sf));
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if (!vgmstream_open_stream(vgmstream, sf, 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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#else
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return NULL;
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#endif
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}
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