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/*
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* Load_uax.cpp
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* ------------
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* Purpose: UAX (Unreal Sounds) module ripper
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* Notes : The sounds are read into module sample slots.
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* Authors: Johannes Schultz (inspired by code from http://wiki.beyondunreal.com/Legacy:Package_File_Format)
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* The OpenMPT source code is released under the BSD license. Read LICENSE for more details.
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*/
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#include "stdafx.h"
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#include "Loaders.h"
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#include "UMXTools.h"
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OPENMPT_NAMESPACE_BEGIN
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CSoundFile::ProbeResult CSoundFile::ProbeFileHeaderUAX(MemoryFileReader file, const uint64 *pfilesize)
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{
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return UMX::ProbeFileHeader(file, pfilesize, "sound");
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}
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bool CSoundFile::ReadUAX(FileReader &file, ModLoadingFlags loadFlags)
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{
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file.Rewind();
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UMX::FileHeader fileHeader;
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if(!file.ReadStruct(fileHeader) || !fileHeader.IsValid())
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return false;
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// Note that this can be a false positive, e.g. Unreal maps will have music and sound
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// in their name table because they usually import such files. However, it spares us
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// from wildly seeking through the file, as the name table is usually right at the
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// start of the file, so it is hopefully a good enough heuristic for our purposes.
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if(!UMX::FindNameTableEntry(file, fileHeader, "sound"))
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return false;
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else if(!file.CanRead(fileHeader.GetMinimumAdditionalFileSize()))
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return false;
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else if(loadFlags == onlyVerifyHeader)
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return true;
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const std::vector<std::string> names = UMX::ReadNameTable(file, fileHeader);
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const std::vector<int32> classes = UMX::ReadImportTable(file, fileHeader, names);
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InitializeGlobals();
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m_modFormat.formatName = MPT_UFORMAT("Unreal Package v{}")(fileHeader.packageVersion);
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m_modFormat.type = U_("uax");
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m_modFormat.charset = mpt::Charset::Windows1252;
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// Read export table
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file.Seek(fileHeader.exportOffset);
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for(uint32 i = 0; i < fileHeader.exportCount && file.CanRead(8); i++)
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{
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auto [fileChunk, objName] = UMX::ReadExportTableEntry(file, fileHeader, classes, names, "sound");
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if(!fileChunk.IsValid())
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continue;
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if(CanAddMoreSamples())
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{
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// Read as sample
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if(ReadSampleFromFile(GetNumSamples() + 1, fileChunk, true))
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{
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if(objName > 0 && static_cast<size_t>(objName) < names.size())
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{
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m_szNames[GetNumSamples()] = names[objName];
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}
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}
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}
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}
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if(m_nSamples != 0)
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{
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InitializeChannels();
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SetType(MOD_TYPE_MPT);
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m_ContainerType = MOD_CONTAINERTYPE_UAX;
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m_nChannels = 4;
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Patterns.Insert(0, 64);
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Order().assign(1, 0);
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return true;
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} else
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{
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return false;
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}
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}
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OPENMPT_NAMESPACE_END
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