#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; 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; }