* Based on documents from Game Audio Player and own research
*/
-#include "libavutil/bswap.h"
+#include "libavutil/intreadwrite.h"
#include "avformat.h"
+#include "internal.h"
#include "pcm.h"
/* if we don't know the size in advance */
static int sol_probe(AVProbeData *p)
{
/* check file header */
- uint16_t magic;
- magic=av_le2ne16(*((uint16_t*)p->buf));
+ uint16_t magic = AV_RL32(p->buf);
if ((magic == 0x0B8D || magic == 0x0C0D || magic == 0x0C8D) &&
p->buf[2] == 'S' && p->buf[3] == 'O' &&
p->buf[4] == 'L' && p->buf[5] == 0)
else id = 0;
/* now we are ready: build format streams */
- st = av_new_stream(s, 0);
+ st = avformat_new_stream(s, NULL);
if (!st)
return -1;
st->codec->codec_type = AVMEDIA_TYPE_AUDIO;
st->codec->codec_id = codec;
st->codec->channels = channels;
st->codec->sample_rate = rate;
- av_set_pts_info(st, 64, 1, rate);
+ avpriv_set_pts_info(st, 64, 1, rate);
return 0;
}
if (s->pb->eof_reached)
return AVERROR(EIO);
ret= av_get_packet(s->pb, pkt, MAX_SIZE);
+ if (ret < 0)
+ return ret;
pkt->stream_index = 0;
/* note: we need to modify the packet size here to handle the last