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engines/agi/sound_midi.cpp
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237
engines/agi/sound_midi.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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// Code is based on:
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//
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// A very simple program, that converts an AGI-song into a MIDI-song.
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// Feel free to use it for anything.
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//
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// The default instrument is "piano" for all the channels, what gives
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// good results on most games. But I found, that some songs are interesting
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// with other instruments. If you want to experiment, modify the "instr"
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// array.
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//
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// Timing is not perfect, yet. It plays correct, when I use the
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// Gravis-Midiplayer, but the songs are too fast when I use playmidi on
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// Linux.
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//
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// Original program developed by Jens. Christian Restemeier
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//
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// MIDI and digital music class
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#include "audio/audiostream.h"
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#include "audio/mididrv.h"
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#include "audio/midiparser.h"
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#include "common/config-manager.h"
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#include "common/file.h"
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#include "common/memstream.h"
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#include "common/stream.h"
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#include "agi/agi.h"
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#include "agi/sound.h"
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#include "agi/sound_midi.h"
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#define SPEED_FACTOR 6
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namespace Agi {
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static uint32 convertSND2MIDI(byte *snddata, byte **data);
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SoundGenMIDI::SoundGenMIDI(AgiBase *vm, Audio::Mixer *pMixer) : SoundGen(vm, pMixer), _isGM(false) {
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MidiPlayer::createDriver(MDT_MIDI | MDT_ADLIB);
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int ret = _driver->open();
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if (ret == 0) {
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if (_nativeMT32)
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_driver->sendMT32Reset();
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else
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_driver->sendGMReset();
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// FIXME: We need to cast "this" here due to the effects of
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// multiple inheritance. This hack can go away once this
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// setTimerCallback() has been moved inside Audio::MidiPlayer code.
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_driver->setTimerCallback(static_cast<Audio::MidiPlayer *>(this), &timerCallback);
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}
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}
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void SoundGenMIDI::send(uint32 b) {
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if ((b & 0xF0) == 0xC0 && !_isGM && !_nativeMT32) {
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b = (b & 0xFFFF00FF) | MidiDriver::_mt32ToGm[(b >> 8) & 0xFF] << 8;
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}
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Audio::MidiPlayer::send(b);
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}
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void SoundGenMIDI::sendToChannel(byte channel, uint32 b) {
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if (!_channelsTable[channel]) {
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_channelsTable[channel] = (channel == 9) ? _driver->getPercussionChannel() : _driver->allocateChannel();
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// If a new channel is allocated during the playback, make sure
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// its volume is correctly initialized.
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if (_channelsTable[channel])
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_channelsTable[channel]->volume(_channelsVolume[channel] * _masterVolume / 255);
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}
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if (_channelsTable[channel]) {
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if (_vm->getFlag(VM_FLAG_SOUND_ON))
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_channelsTable[channel]->send(b);
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else
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_channelsTable[channel]->send(0x7bb0 + channel); // all notes off
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}
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}
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void SoundGenMIDI::endOfTrack() {
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stop();
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_vm->_sound->soundIsFinished();
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}
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void SoundGenMIDI::play(int resnum) {
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stop();
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_isGM = true;
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AgiSound *track = _vm->_game.sounds[resnum];
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// Convert AGI Sound data to MIDI
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int midiMusicSize = convertSND2MIDI(track->getData(), &_midiData);
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MidiParser *parser = MidiParser::createParser_SMF();
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if (parser->loadMusic(_midiData, midiMusicSize)) {
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parser->setTrack(0);
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parser->setMidiDriver(this);
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parser->setTimerRate(_driver->getBaseTempo());
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parser->property(MidiParser::mpCenterPitchWheelOnUnload, 1);
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_parser = parser;
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syncVolume();
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_isPlaying = true;
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} else {
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delete parser;
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}
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}
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/* channel / instrument setup: */
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/* most songs are good with this: */
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static const unsigned char instr[] = {0, 0, 0};
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/* cool for sq2:
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static const unsigned char instr[] = {50, 51, 19};
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*/
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static void writeDelta(Common::MemoryWriteStreamDynamic *st, int32 delta) {
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int32 i;
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i = delta >> 21;
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if (i > 0)
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st->writeByte((i & 127) | 128);
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i = delta >> 14;
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if (i > 0)
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st->writeByte((i & 127) | 128);
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i = delta >> 7;
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if (i > 0)
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st->writeByte((i & 127) | 128);
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st->writeByte(delta & 127);
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}
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static uint32 convertSND2MIDI(byte *snddata, byte **data) {
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int32 lp, ep;
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int n;
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double ll;
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Common::MemoryWriteStreamDynamic st(DisposeAfterUse::NO);
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ll = log10(pow(2.0, 1.0 / 12.0));
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/* Header */
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st.write("MThd", 4);
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st.writeUint32BE(6);
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st.writeUint16BE(1); /* mode */
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st.writeUint16BE(3); /* number of tracks */
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st.writeUint16BE(192); /* ticks / quarter */
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for (n = 0; n < 3; n++) {
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uint16 start, end, pos;
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st.write("MTrk", 4);
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lp = st.pos();
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st.writeUint32BE(0); /* chunklength */
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writeDelta(&st, 0); /* set instrument */
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st.writeByte(0xc0 + n);
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st.writeByte(instr[n]);
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start = snddata[n * 2 + 0] | (snddata[n * 2 + 1] << 8);
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end = ((snddata[n * 2 + 2] | (snddata[n * 2 + 3] << 8))) - 5;
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for (pos = start; pos < end; pos += 5) {
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uint16 freq, dur;
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dur = (snddata[pos + 0] | (snddata[pos + 1] << 8)) * SPEED_FACTOR;
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freq = ((snddata[pos + 2] & 0x3F) << 4) + (snddata[pos + 3] & 0x0F);
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if (snddata[pos + 2] > 0) {
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double fr;
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int note;
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/* I don't know, what frequency equals midi note 0 ... */
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/* This moves the song 4 octaves down: */
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fr = (log10(111860.0 / (double)freq) / ll) - 48;
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note = (int)floor(fr + 0.5);
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if (note < 0) note = 0;
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if (note > 127) note = 127;
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/* note on */
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writeDelta(&st, 0);
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st.writeByte(144 + n);
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st.writeByte(note);
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st.writeByte(100);
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/* note off */
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writeDelta(&st, dur);
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st.writeByte(128 + n);
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st.writeByte(note);
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st.writeByte(0);
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} else {
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/* note on */
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writeDelta(&st, 0);
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st.writeByte(144 + n);
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st.writeByte(0);
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st.writeByte(0);
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/* note off */
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writeDelta(&st, dur);
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st.writeByte(128 + n);
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st.writeByte(0);
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st.writeByte(0);
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}
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}
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writeDelta(&st, 0);
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st.writeByte(0xff);
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st.writeByte(0x2f);
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st.writeByte(0x0);
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ep = st.pos();
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st.seek(lp, SEEK_SET);
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st.writeUint32BE((ep - lp) - 4);
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st.seek(ep, SEEK_SET);
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}
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*data = st.getData();
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return st.pos();
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}
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} // End of namespace Agi
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