vgmstream/src/meta/bwav.c

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#include "meta.h"
#include "../coding/coding.h"
/* BWAV - NintendoWare(?) [Super Mario Maker 2 (Switch)] */
VGMSTREAM * init_vgmstream_bwav(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
off_t start_offset;
int channel_count, loop_flag, codec;
size_t interleave = 0;
/* checks */
if (!check_extensions(streamFile, "bwav"))
goto fail;
if (read_32bitBE(0x00, streamFile) != 0x42574156) /* "BWAV" */
goto fail;
/* 0x04: BOM */
/* 0x06: version? */
/* 0x08: ??? */
/* 0x0c: null? */
channel_count = read_16bitLE(0x0E, streamFile);
/* - per channel (size 0x4c) */
codec = read_16bitLE(0x10, streamFile);
/* see below */
start_offset = read_32bitLE(0x40, streamFile);
loop_flag = read_32bitLE(0x4C, streamFile) != -1;
if (channel_count > 1)
interleave = read_32bitLE(0x8C, streamFile) - start_offset;
//TODO should make sure channels match and offsets make a proper interleave (see bfwav)
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count, loop_flag);
if (!vgmstream) goto fail;
vgmstream->sample_rate = read_32bitLE(0x14, streamFile);
vgmstream->num_samples = read_32bitLE(0x18, streamFile);
vgmstream->loop_start_sample = read_32bitLE(0x50, streamFile);
vgmstream->loop_end_sample = read_32bitLE(0x4C, streamFile);
vgmstream->meta_type = meta_BWAV;
vgmstream->allow_dual_stereo = 1;
switch(codec) {
case 0x0000:
vgmstream->coding_type = coding_PCM16LE;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = interleave;
break;
case 0x0001:
vgmstream->coding_type = coding_NGC_DSP;
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = interleave;
dsp_read_coefs_le(vgmstream, streamFile, 0x20, 0x4C);
break;
default:
goto fail;
}
if (!vgmstream_open_stream(vgmstream,streamFile,start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}