mirror of
https://github.com/vgmstream/vgmstream.git
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96 lines
3.0 KiB
C
96 lines
3.0 KiB
C
#include "meta.h"
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#include "../coding/coding.h"
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#include "lp_ap_lep_streamfile.h"
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/* LP/AP/LEP - from Konami (KCES)'s Enthusia: Professional Racing (PS2) */
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VGMSTREAM* init_vgmstream_lp_ap_lep(STREAMFILE* sf) {
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VGMSTREAM* vgmstream = NULL;
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STREAMFILE* temp_sf = NULL;
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off_t start_offset;
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int loop_flag, channels, sample_rate, interleave;
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int32_t data_size, loop_start;
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uint32_t id;
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/* checks */
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if (!is_id32be(0x00,sf,"LP ") && !is_id32be(0x00,sf,"AP ") && !is_id32be(0x00,sf,"LEP "))
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return NULL;
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/* .bin/lbin: internal (no names in bigfiles but exes mention "bgm%05d.bin" and "LEP data")
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* .lp/lep/ap: header ID */
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if (!check_extensions(sf, "bin,lbin,lp,lep,ap"))
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return NULL;
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id = read_u32be(0x00,sf);
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switch (id) {
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case 0x41502020: /* "AP " */
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case 0x4C502020: /* "LP " */
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sample_rate = read_u32le(0x08,sf);
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interleave = read_u32le(0x0c,sf);
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loop_start = read_u32le(0x14,sf);
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data_size = read_u32le(0x18,sf);
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start_offset = read_u32le(0x1C,sf);
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break;
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case 0x4C455020: /* "LEP " */
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data_size = read_u32le(0x08,sf);
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sample_rate = read_u16le(0x12,sf);
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loop_start = read_u32le(0x58,sf);
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interleave = 0x10;
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start_offset = 0x800;
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break;
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default:
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goto fail;
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}
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loop_flag = loop_start != 0;
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channels = 2;
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/* build the VGMSTREAM */
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vgmstream = allocate_vgmstream(channels, loop_flag);
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if (!vgmstream) goto fail;
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vgmstream->meta_type = meta_LP_AP_LEP;
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vgmstream->sample_rate = sample_rate;
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switch (id) {
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case 0x4C502020: /* "LP " */
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vgmstream->coding_type = coding_PCM16LE;
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vgmstream->layout_type = layout_interleave;
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vgmstream->interleave_block_size = interleave;
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vgmstream->num_samples = pcm_bytes_to_samples(data_size, channels, 16);
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vgmstream->loop_start_sample = pcm_bytes_to_samples(loop_start, channels, 16);
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vgmstream->loop_end_sample = vgmstream->num_samples;
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temp_sf = setup_lp_streamfile(sf, start_offset); /* encrypted/obfuscated PCM */
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if (!temp_sf) goto fail;
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break;
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case 0x41502020: /* "AP " */
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case 0x4C455020: /* "LEP " */
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vgmstream->coding_type = coding_PSX;
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vgmstream->layout_type = layout_interleave;
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vgmstream->interleave_block_size = interleave;
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vgmstream->num_samples = ps_bytes_to_samples(data_size, channels);
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vgmstream->loop_start_sample = ps_bytes_to_samples(loop_start, channels);
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vgmstream->loop_end_sample = vgmstream->num_samples;
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break;
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default:
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goto fail;
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}
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if (!vgmstream_open_stream(vgmstream, temp_sf ? temp_sf : sf, start_offset))
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goto fail;
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close_streamfile(temp_sf);
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return vgmstream;
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fail:
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close_streamfile(temp_sf);
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close_vgmstream(vgmstream);
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return NULL;
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}
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