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/*
* Nestopia UE
*
* Copyright (C) 2012-2018 R. Danbrook
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
* MA 02110-1301, USA.
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <stdint.h>
#include <string.h>
#ifndef _MINGW
#include <archive.h>
#include <archive_entry.h>
#endif
#include "nstcommon.h"
#include "samples.h"
static uint8_t* wavfile;
extern nstpaths_t nstpaths;
int nst_sample_load_file(const char* filepath) {
// Load a sample file into memory
FILE *file;
long filesize; // File size in bytes
size_t result;
file = fopen(filepath, "rb");
if (!file) { return 0; }
fseek(file, 0, SEEK_END);
filesize = ftell(file);
fseek(file, 0, SEEK_SET);
wavfile = (uint8_t*)malloc(filesize * sizeof(uint8_t));
if (wavfile == NULL) { return 0; }
result = fread(wavfile, sizeof(uint8_t), filesize, file);
if (result != filesize) { return 0; }
fclose(file);
return 1;
}
int nst_sample_load_archive(const char* filename, const char* reqfile) {
#ifndef _MINGW
struct archive *a;
struct archive_entry *entry;
int r;
int64_t entrysize;
a = archive_read_new();
archive_read_support_filter_all(a);
archive_read_support_format_all(a);
r = archive_read_open_filename(a, filename, 10240);
// Test if it's actually an archive
if (r != ARCHIVE_OK) {
r = archive_read_free(a);
return 0;
}
// Scan through the archive for files
while (archive_read_next_header(a, &entry) == ARCHIVE_OK) {
const char *currentfile = archive_entry_pathname(entry);
int len = strlen(currentfile);
if ((!strcasecmp(¤tfile[len-4], ".wav"))) {
// Load the specified file
if (!strcmp(currentfile, reqfile)) {
entrysize = archive_entry_size(entry);
wavfile = (uint8_t*)malloc(entrysize);
archive_read_data(a, wavfile, entrysize);
archive_read_data_skip(a);
r = archive_read_free(a);
return 1;
}
}
}
#endif
return 0;
}
int nst_sample_unload_file() {
// Free the file
if (wavfile) { free(wavfile); }
return 1;
}
void nst_sample_setcontent(User::File& file) {
// Parse the .WAV header and load the sample into the emulator
// Check to see if it has a valid header
uint8_t fmt[4] = { 0x66, 0x6d, 0x74, 0x20};
uint8_t subchunk2id[4] = { 0x64, 0x61, 0x74, 0x61};
if (memcmp(&wavfile[0x00], "RIFF", 4) != 0) { return; }
if (memcmp(&wavfile[0x08], "WAVE", 4) != 0) { return; }
if (memcmp(&wavfile[0x0c], &fmt, 4) != 0) { return; }
if (memcmp(&wavfile[0x24], &subchunk2id, 4) != 0) { return; }
// Load the sample into the emulator
uint8_t *dataptr = &wavfile[0x2c];
uint32_t datasize = wavfile[0x2b] << 24 | wavfile[0x2a] << 16 | wavfile[0x29] << 8 | wavfile[0x28];
uint16_t blockalign = wavfile[0x21] << 8 | wavfile[0x20];
uint16_t numchannels = wavfile[0x17] << 8 | wavfile[0x16];
uint16_t bitspersample = wavfile[0x23] << 8 | wavfile[0x22];
uint32_t samplerate = wavfile[0x1b] << 24 | wavfile[0x1a] << 16 | wavfile[0x19] << 8 | wavfile[0x18];
file.SetSampleContent(dataptr, datasize / blockalign, numchannels == 2, bitspersample, samplerate);
}
void nst_sample_load_samples(User::File& file, const char* sampgame) {
// Load samples for the specific game
char reqfile[16];
char samppath[576];
// Requested sample .wav file
snprintf(reqfile, sizeof(reqfile), "%02d.wav", file.GetId());
// Check if there's a MAME-style zip archive
snprintf(samppath, sizeof(samppath), "%s%s.zip", nstpaths.sampdir, sampgame);
if (nst_sample_load_archive(samppath, reqfile)) {
nst_sample_setcontent(file);
nst_sample_unload_file();
}
else { // Otherwise load .wav files from an extracted directory
snprintf(samppath, sizeof(samppath), "%s%s/%s", nstpaths.sampdir, sampgame, reqfile);
if (nst_sample_load_file(samppath)) {
nst_sample_setcontent(file);
nst_sample_unload_file();
}
}
}
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