vgmstream/src/meta/s3v.c

63 lines
1.7 KiB
C

#include "meta.h"
#include "../coding/coding.h"
/* S3V - from Konami arcade games [SOUND VOLTEX series (AC)] */
VGMSTREAM * init_vgmstream_s3v(STREAMFILE *sf) {
VGMSTREAM * vgmstream = NULL;
off_t start_offset;
int32_t channel_count, loop_flag;
size_t data_size;
/* checks */
if (!check_extensions(sf, "s3v"))
goto fail;
/* check header */
if (read_32bitBE(0x00,sf) != 0x53335630) /* S3V0 */
goto fail;
/* No discernible loop_flag so we'll just use signatures.
Might have to update on a per game basis. */
switch (read_32bitBE(0x14, sf)) {
case 0x82FA0000: // SOUND VOLTEX EXCEED GEAR ver5
case 0x1BFD0000: // SOUND VOLTEX EXCEED GEAR ver6
loop_flag = 1;
break;
default:
loop_flag = 0;
}
start_offset = 0x20;
data_size = read_32bitLE(0x08, sf);
channel_count = 2;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count,loop_flag);
if (!vgmstream) goto fail;
vgmstream->meta_type = meta_S3V;
#ifdef VGM_USE_FFMPEG
vgmstream->codec_data = init_ffmpeg_offset(sf, start_offset, data_size);
if (!vgmstream->codec_data) goto fail;
vgmstream->sample_rate = ffmpeg_get_sample_rate(vgmstream->codec_data);
vgmstream->num_samples = ffmpeg_get_samples(vgmstream->codec_data);
if (loop_flag) {
vgmstream->loop_start_sample = read_32bitLE(0x10, sf);
vgmstream->loop_end_sample = vgmstream->num_samples;
}
vgmstream->coding_type = coding_FFmpeg;
vgmstream->layout_type = layout_none;
#endif
if (!vgmstream_open_stream(vgmstream, sf, start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}