GARbro-mirror/Legacy/UMeSoft/AudioIKE.cs

56 lines
2.2 KiB
C#

//! \file AudioIKE.cs
//! \date 2018 Mar 22
//! \brief ike-compressed wave file.
//
// 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;
namespace GameRes.Formats.UMeSoft
{
[Export(typeof(AudioFormat))]
public sealed class IkeAudio : AudioFormat
{
public override string Tag { get { return "WAV/IKE"; } }
public override string Description { get { return "ike-compressed WAVE audio"; } }
public override uint Signature { get { return 0x6B69899D; } }
public override bool CanWrite { get { return false; } }
public override SoundInput TryOpen (IBinaryStream file)
{
var header = file.ReadHeader (0x13);
if (!header.AsciiEqual (2, "ike") || !header.AsciiEqual (0xF, "RIFF"))
return null;
int unpacked_size = IkeReader.DecodeSize (header[10], header[11], header[12]);
var wav = IkeReader.CreateStream (file, unpacked_size);
var sound = Wav.TryOpen (wav);
if (sound != null)
file.Dispose();
else
wav.Dispose();
return sound;
}
}
}