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/*
* 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(MOD_TYPE_MPT, 4);
m_modFormat.formatName = MPT_UFORMAT("Unreal Package v{}")(fileHeader.packageVersion);
m_modFormat.type = UL_("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)
{
m_ContainerType = ModContainerType::UAX;
Patterns.Insert(0, 64);
Order().assign(1, 0);
return true;
} else
{
return false;
}
}
OPENMPT_NAMESPACE_END
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