vgmstream/src/meta/sd9.c

60 lines
2.0 KiB
C

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