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https://github.com/vgmstream/vgmstream.git
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60 lines
2.0 KiB
C
60 lines
2.0 KiB
C
#include "meta.h"
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#include "../coding/coding.h"
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/* SD9 - from Konami arcade games [beatmania IIDX series (AC), BeatStream (AC)] */
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VGMSTREAM * init_vgmstream_sd9(STREAMFILE *streamFile) {
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VGMSTREAM * vgmstream = NULL;
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off_t start_offset;
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int loop_flag, channel_count;
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/* checks */
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if (!check_extensions(streamFile, "sd9"))
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goto fail;
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if (read_32bitBE(0x0, streamFile) != 0x53443900) /* SD9 */
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goto fail;
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if (read_32bitBE(0x20, streamFile) != 0x52494646) /* RIFF */
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goto fail;
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if (read_32bitBE(0x28, streamFile) != 0x57415645) /* WAVE */
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goto fail;
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if (read_32bitBE(0x2c, streamFile) != 0x666D7420) /* fmt */
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goto fail;
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if (read_32bitBE(0x72, streamFile) != 0x64617461) /* data */
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goto fail;
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/* Probably better to check if loop end exists and use as loop flag.
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Blame SD9s from beatmania IIDX 21: Spada that have a flase flag
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but still "loop" */
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//loop_flag = (read_16bitLE(0x0e,streamFile)==0x1);
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loop_flag = read_32bitLE(0x18, streamFile); // use loop end
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channel_count = read_16bitLE(0x36, streamFile);
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start_offset = 0x7a;
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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 = read_32bitLE(0x38, streamFile);
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vgmstream->num_samples = read_32bitLE(0x6e, streamFile);
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if (loop_flag) {
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vgmstream->loop_start_sample = read_32bitLE(0x14, streamFile) / 2 / channel_count;
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vgmstream->loop_end_sample = read_32bitLE(0x18, streamFile) / 2 / channel_count;
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}
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vgmstream->coding_type = coding_MSADPCM;
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vgmstream->layout_type = layout_none;
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vgmstream->frame_size = read_16bitLE(0x40, streamFile);
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vgmstream->meta_type = meta_SD9;
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if (!msadpcm_check_coefs(streamFile, 0x48))
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goto fail;
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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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