//! \file AudioAGS.cs //! \date 2018 Mar 28 //! \brief AGS32i engine encrypted wave audio. // // Copyright (C) 2018 by morkt // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. // using System.ComponentModel.Composition; using System.IO; namespace GameRes.Formats.Ags32i { [Export(typeof(AudioFormat))] public class AgsAudio : AudioFormat { public override string Tag { get { return "WAV/AGS32I"; } } public override string Description { get { return "AGS32i engine encrypted wave audio"; } } public override uint Signature { get { return 0x66424047; } } public override bool CanWrite { get { return false; } } public AgsAudio () { Signatures = new uint[] { 0x66424047, 0 } ; } public override SoundInput TryOpen (IBinaryStream file) { uint key = file.Signature ^ 0x46464952u; if (0 == key) return null; Stream input = new InputCryptoStream (file.AsStream, new Ags32Transform (key)); input = new SeekableStream (input); var header = new byte[12]; input.Read (header, 0, 12); if (!header.AsciiEqual (8, "WAVE")) return null; input.Position = 0; return new WaveInput (input); } } }