#include "meta.h" #include "../coding/coding.h" #include "../coding/acm_decoder_libacm.h" /* ACM - InterPlay infinity engine games [Planescape: Torment (PC), Baldur's Gate (PC)] */ VGMSTREAM* init_vgmstream_acm(STREAMFILE* sf) { VGMSTREAM* vgmstream = NULL; int loop_flag = 0, channels, sample_rate, num_samples; int force_channel_number = 0; acm_codec_data* data = NULL; /* checks */ /* .acm: plain ACM extension (often but not always paired with .mus, parsed elsewhere) * .tun: Descent to Undermountain (PC) * .wavc: header id for WAVC sfx (from bigfiles, extensionless) */ if (!check_extensions(sf, "acm,tun,wavc")) goto fail; if (read_u32be(0x00,sf) != 0x97280301 && /* header id (music) */ !is_id32be(0x00,sf, "WAVC")) /* sfx */ goto fail; /* Plain ACM "channels" in the header (at 0x08) may be set to 2 for mono voices [FO1] or 1 for music [P:T], * but actually seem related to ACM rows/cols and have nothing to do with channels. * * libacm will set plain ACM (not WAVC) to 2ch unless changed, but only Fallout (PC) * and Descent to Undermountain (PC) seems to use plain ACM for sfx/voices, * others are WAVC (which do have channels). * DtU seems to use the field * * Doesn't look like there is any way to detect mono/stereo, so as a quick hack if * we have a plain ACM (not WAVC) named .wavc we will force 1ch. */ if (check_extensions(sf, "wavc") && read_u32be(0x00,sf) == 0x97280301) { force_channel_number = 1; } /* init decoder */ { data = init_acm(sf, force_channel_number); if (!data) goto fail; get_info_acm(data, &channels, &sample_rate, &num_samples); } /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channels, loop_flag); if (!vgmstream) goto fail; vgmstream->sample_rate = sample_rate; vgmstream->num_samples = num_samples; vgmstream->meta_type = meta_ACM; vgmstream->coding_type = coding_ACM; vgmstream->layout_type = layout_none; vgmstream->codec_data = data; return vgmstream; fail: free_acm(data); close_vgmstream(vgmstream); return NULL; }