mirror of
https://github.com/WinampDesktop/winamp.git
synced 2024-12-18 18:36:00 +01:00
88 lines
2.4 KiB
C++
88 lines
2.4 KiB
C++
/*
|
|
* Load_uax.cpp
|
|
* ------------
|
|
* Purpose: UAX (Unreal Sounds) module ripper
|
|
* Notes : The sounds are read into module sample slots.
|
|
* Authors: Johannes Schultz (inspired by code from http://wiki.beyondunreal.com/Legacy:Package_File_Format)
|
|
* The OpenMPT source code is released under the BSD license. Read LICENSE for more details.
|
|
*/
|
|
|
|
|
|
#include "stdafx.h"
|
|
#include "Loaders.h"
|
|
#include "UMXTools.h"
|
|
|
|
|
|
OPENMPT_NAMESPACE_BEGIN
|
|
|
|
CSoundFile::ProbeResult CSoundFile::ProbeFileHeaderUAX(MemoryFileReader file, const uint64 *pfilesize)
|
|
{
|
|
return UMX::ProbeFileHeader(file, pfilesize, "sound");
|
|
}
|
|
|
|
|
|
bool CSoundFile::ReadUAX(FileReader &file, ModLoadingFlags loadFlags)
|
|
{
|
|
file.Rewind();
|
|
UMX::FileHeader fileHeader;
|
|
if(!file.ReadStruct(fileHeader) || !fileHeader.IsValid())
|
|
return false;
|
|
|
|
// Note that this can be a false positive, e.g. Unreal maps will have music and sound
|
|
// in their name table because they usually import such files. However, it spares us
|
|
// from wildly seeking through the file, as the name table is usually right at the
|
|
// start of the file, so it is hopefully a good enough heuristic for our purposes.
|
|
if(!UMX::FindNameTableEntry(file, fileHeader, "sound"))
|
|
return false;
|
|
else if(!file.CanRead(fileHeader.GetMinimumAdditionalFileSize()))
|
|
return false;
|
|
else if(loadFlags == onlyVerifyHeader)
|
|
return true;
|
|
|
|
const std::vector<std::string> names = UMX::ReadNameTable(file, fileHeader);
|
|
const std::vector<int32> classes = UMX::ReadImportTable(file, fileHeader, names);
|
|
|
|
InitializeGlobals();
|
|
m_modFormat.formatName = MPT_UFORMAT("Unreal Package v{}")(fileHeader.packageVersion);
|
|
m_modFormat.type = U_("uax");
|
|
m_modFormat.charset = mpt::Charset::Windows1252;
|
|
|
|
// Read export table
|
|
file.Seek(fileHeader.exportOffset);
|
|
for(uint32 i = 0; i < fileHeader.exportCount && file.CanRead(8); i++)
|
|
{
|
|
auto [fileChunk, objName] = UMX::ReadExportTableEntry(file, fileHeader, classes, names, "sound");
|
|
if(!fileChunk.IsValid())
|
|
continue;
|
|
|
|
if(CanAddMoreSamples())
|
|
{
|
|
// Read as sample
|
|
if(ReadSampleFromFile(GetNumSamples() + 1, fileChunk, true))
|
|
{
|
|
if(objName > 0 && static_cast<size_t>(objName) < names.size())
|
|
{
|
|
m_szNames[GetNumSamples()] = names[objName];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(m_nSamples != 0)
|
|
{
|
|
InitializeChannels();
|
|
SetType(MOD_TYPE_MPT);
|
|
m_ContainerType = MOD_CONTAINERTYPE_UAX;
|
|
m_nChannels = 4;
|
|
Patterns.Insert(0, 64);
|
|
Order().assign(1, 0);
|
|
return true;
|
|
} else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
OPENMPT_NAMESPACE_END
|