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https://github.com/vgmstream/vgmstream.git
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81 lines
2.3 KiB
C
81 lines
2.3 KiB
C
#include "meta.h"
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#include "../util.h"
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#include "../coding/coding.h"
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/* .ADS - from Gauntlet Dark Legacy (GC/Xbox) */
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VGMSTREAM* init_vgmstream_ads_midway(STREAMFILE* sf) {
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VGMSTREAM* vgmstream = NULL;
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off_t start_offset;
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int loop_flag, channels, codec;
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/* checks */
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if (!check_extensions(sf,"ads"))
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goto fail;
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/* fake PS2 .ads but BE */
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if (!is_id32be(0x00,sf, "dhSS"))
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goto fail;
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if (!is_id32be(0x20,sf, "dbSS"))
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goto fail;
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loop_flag = 1;
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channels = read_32bitBE(0x10,sf);
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if (channels > 2)
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goto fail;
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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->sample_rate = read_32bitBE(0x0c,sf);
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codec = read_32bitBE(0x08,sf);
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switch (codec) {
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case 0x00000020: /* GC */
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start_offset = 0x28 + 0x60 * channels;
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vgmstream->coding_type = coding_NGC_DSP;
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vgmstream->num_samples = read_32bitBE(0x28,sf);
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if (loop_flag) {
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vgmstream->loop_start_sample = 0;
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vgmstream->loop_end_sample = vgmstream->num_samples;
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}
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if (channels == 1) {
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vgmstream->layout_type = layout_none;
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} else if (channels == 2) {
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vgmstream->layout_type = layout_interleave;
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vgmstream->interleave_block_size = read_32bitBE(0x14,sf);
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}
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dsp_read_coefs_be(vgmstream, sf, 0x44,0x60);
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break;
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case 0x00000021: /* Xbox */
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start_offset = 0x28;
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vgmstream->coding_type = coding_XBOX_IMA_int;
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vgmstream->num_samples = xbox_ima_bytes_to_samples(read_32bitBE(0x24,sf), vgmstream->channels);
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vgmstream->layout_type = channels == 1 ? layout_none : layout_interleave;
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vgmstream->interleave_block_size = 0x24;
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if (loop_flag) {
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vgmstream->loop_start_sample = 0;
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vgmstream->loop_end_sample = vgmstream->num_samples;
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}
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break;
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default:
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goto fail;
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}
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vgmstream->meta_type = meta_ADS_MIDWAY;
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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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}
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