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#include "meta.h"
#include "../util.h"
/* EXST
PS2 INT format is an interleaved format found in Shadow of the Colossus
The header start with a EXST id.
The headers and bgm datas was separated in the game, and joined in order
to add support for vgmstream
The interleave value is allways 0x400
known extensions : .STS
2008-05-13 - Fastelbja : First version ...
*/
VGMSTREAM * init_vgmstream_ps2_exst(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
char filename[260];
int loop_flag=0;
int channel_count;
int i;
/* check extension, case insensitive */
streamFile->get_name(streamFile,filename,sizeof(filename));
if (strcasecmp("sts",filename_extension(filename))) goto fail;
/* check EXST Header */
if (read_32bitBE(0x00,streamFile) != 0x45585354)
goto fail;
/* check loop */
loop_flag = (read_32bitLE(0x0C,streamFile)==1);
channel_count=read_16bitLE(0x06,streamFile);
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count,loop_flag);
if (!vgmstream) goto fail;
/* fill in the vital statistics */
vgmstream->channels = read_16bitLE(0x06,streamFile);
vgmstream->sample_rate = read_32bitLE(0x08,streamFile);
/* Compression Scheme */
vgmstream->coding_type = coding_PSX;
vgmstream->num_samples = (read_32bitLE(0x14,streamFile)*0x400)/16*28;
/* Get loop point values */
if(vgmstream->loop_flag) {
vgmstream->loop_start_sample = (read_32bitLE(0x10,streamFile)*0x400)/16*28;
vgmstream->loop_end_sample = (read_32bitLE(0x14,streamFile)*0x400)/16*28;
}
vgmstream->interleave_block_size = 0x400;
vgmstream->layout_type = layout_interleave;
vgmstream->meta_type = meta_PS2_EXST;
/* open the file for reading by each channel */
{
for (i=0;i<channel_count;i++) {
vgmstream->ch[i].streamfile = streamFile->open(streamFile,filename,0x8000);
if (!vgmstream->ch[i].streamfile) goto fail;
vgmstream->ch[i].channel_start_offset=
vgmstream->ch[i].offset=
(off_t)(0x78+vgmstream->interleave_block_size*i);
}
}
return vgmstream;
/* clean up anything we may have opened */
fail:
if (vgmstream) close_vgmstream(vgmstream);
return NULL;
}
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