/* Wii U boot sound file for each game/app. */ #include "meta.h" #include "../util.h" VGMSTREAM * init_vgmstream_btsnd(STREAMFILE *streamFile) { VGMSTREAM * vgmstream = NULL; char filename[PATH_LIMIT]; int channel_count = 2; int loop_flag; off_t start_offset = 0x8; /* check extension, case insensitive */ streamFile->get_name(streamFile, filename, sizeof(filename)); if (strcasecmp("btsnd", filename_extension(filename))) goto fail; /* Checking for loop start */ if (read_32bitBE(0x4, streamFile) > 0) loop_flag = 1; else loop_flag = 0; if (channel_count < 1) goto fail; /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channel_count, loop_flag); if (!vgmstream) goto fail; /* fill in the vital statistics */ vgmstream->sample_rate = 48000; /* channels and loop flag are set by allocate_vgmstream */ // There's probably a better way to get the sample count... vgmstream->num_samples = vgmstream->loop_end_sample = (get_streamfile_size(streamFile) - 8) / 4; vgmstream->loop_start_sample = read_32bitBE(0x4, streamFile); vgmstream->coding_type = coding_PCM16BE; vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = 0x2; // Constant for this format vgmstream->meta_type = meta_WIIU_BTSND; /* open the file for reading by each channel */ { int i; for (i = 0; ich[i].streamfile = streamFile->open(streamFile, filename, STREAMFILE_DEFAULT_BUFFER_SIZE); if (!vgmstream->ch[i].streamfile) goto fail; vgmstream->ch[i].channel_start_offset = vgmstream->ch[i].offset = start_offset + i*vgmstream->interleave_block_size; } } return vgmstream; /* clean up anything we may have opened */ fail: if (vgmstream) close_vgmstream(vgmstream); return NULL; }