Ejemplo n.º 1
0
        /// <summary>
        /// block type nine
        /// </summary>
        private void ParseBlockTypeNine(ref int pos, int len)
        {
            Rott2DVocBlockNineHeader _blockheader = new Rott2DVocBlockNineHeader();

            _blockheader.SampleRate    = BitConverter.ToInt32(this._rawData, pos);                          //Int32 (int)
            _blockheader.BitsPerSample = this._rawData[(pos = pos + sizeof(int))];                          //Byte
            _blockheader.Channels      = this._rawData[(pos = pos + sizeof(byte))];                         //Byte
            _blockheader.Codec         = BitConverter.ToInt16(this._rawData, (pos = pos + sizeof(ushort))); //Int16 (short)
            _blockheader.Reserved0     = this._rawData[pos = pos + sizeof(byte)];                           //Byte
            _blockheader.Reserved1     = this._rawData[pos = pos + sizeof(byte)];                           //Byte
            _blockheader.Reserved2     = this._rawData[pos = pos + sizeof(byte)];                           //Byte

            Rott2DVocBlockData _block = new Rott2DVocBlockData();

            _block.SampleRate = _blockheader.SampleRate;
            _block.PCMType    = 0;
            _block.Bits       = _blockheader.BitsPerSample;

            //set general settings
            this._sampleRate = _block.SampleRate;
            this._channels   = _blockheader.Channels;
            this._bits       = _block.Bits;

            if (_blockheader.Channels > 1 && _blockheader.Codec == VOC_SAMPLE_16BIT)
            {
                _block.ChannelType = VOC_STEREO; //16 bit sample = stereo
            }
            else if (_blockheader.Channels == 1 && _blockheader.Codec == VOC_SAMPLE_8BIT)
            {
                _block.ChannelType = VOC_MONO;  //8 bit sample = mono
            }
            else
            {
                throw new Exception("ParseBlockTypeNine :: BlockNine invalid voc block");
            }

            //fill sound data buffer (-> this is the "real" sound data)
            _block.initSampleData(len);

            ushort samplePos = 0;                                                           //block index
            int    datarest  = this._rawData.Length - this._vocHeader.HeaderSize - len - 1; //calculate other rubbish to be removed

            for (int block = 0; block < len; block++)
            {
                _block[samplePos] = this._rawData[(this._vocHeader.HeaderSize + datarest) + block];
                //_block[samplePos] = this._rawData[block + this._vocHeader.HeaderSize + 4];
                //_block[samplePos] = this._rawData[this._vocHeader.HeaderSize + block];
                //_block[samplePos] = this._rawData[block];
                samplePos++;
            }

            //add sound data to generics list
            this.blocks.Add(_block);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// block type one
        /// </summary>
        private void ParseBlockTypeOne(ref int pos, int len)
        {
            Rott2DVocBlockOneHeader _blockheader = new Rott2DVocBlockOneHeader();

            _blockheader.Len  = len;
            _blockheader.Tc   = (uint)(this._rawData[pos] << 8);
            _blockheader.Pack = this._rawData[pos = pos + 1];

            Rott2DVocBlockData _block = new Rott2DVocBlockData();

            _block.SampleRate  = (int)((ulong)256000000L / (65536 - _blockheader.Tc));
            _block.PCMType     = _blockheader.Pack & 0xFF;
            _block.Bits        = 8;
            _block.ChannelType = VOC_MONO; //mono tone only

            //set general settings
            this._sampleRate = _block.SampleRate;
            this._channels   = 1;
            this._bits       = _block.Bits;

            //fill sound data buffer (this is the real sound data)
            _block.initSampleData(len);

            ushort samplePos = 0;
            int    datarest  = this._rawData.Length - this._vocHeader.HeaderSize - len - 1; //calculate other rubbish to be removed

            for (int block = 0; block < len; block++)
            {
                _block[samplePos] = this._rawData[(this._vocHeader.HeaderSize + datarest) + block];
                //_block[samplePos] = this._rawData[block + this._vocHeader.HeaderSize + 4];
                //_block[samplePos] = this._rawData[this._vocHeader.HeaderSize + block];
                //_block[samplePos] = this._rawData[block];
                samplePos++;
            }

            //add sound data to generics list
            this.blocks.Add(_block);
        }