#include "meta.h" #include "../coding/coding.h" #include "../layout/layout.h" static layered_layout_data* build_layered_data(STREAMFILE* sf, int channels); /* BWAV - NintendoWare wavs [Super Mario Maker 2 (Switch)] */ VGMSTREAM* init_vgmstream_bwav(STREAMFILE* sf) { VGMSTREAM* vgmstream = NULL; off_t start_offset; int channels, loop_flag, codec, sample_rate; int32_t num_samples, loop_start, loop_end; size_t interleave = 0; /* checks */ if (!is_id32be(0x00, sf, "BWAV")) goto fail; if (!check_extensions(sf, "bwav")) goto fail; /* 0x04: BOM (always 0xFEFF = LE) */ /* 0x06: version? (0x0001) */ /* 0x08: crc32? (supposedly from all channel data without padding) */ /* 0x0c: prefetch flag */ channels = read_u16le(0x0e, sf); /* - per channel (size 0x4c) */ codec = read_u16le(0x10 + 0x00, sf); /* 0x02: channel layout (0=L, 1=R, 2=C) */ sample_rate = read_s32le(0x10 + 0x04, sf); /* 0x08: num_samples for full (non-prefetch) file, same as below if not prefetch */ num_samples = read_s32le(0x10 + 0x0c, sf); /* 0x10: coefs (empty for non-DSP codecs) */ /* 0x30: offset for full (non-prefetch) file? */ start_offset = read_u32le(0x10 + 0x34, sf); /* 0x38: flag? (always 1) */ loop_end = read_s32le(0x10 + 0x3C, sf); loop_start = read_s32le(0x10 + 0x40, sf); /* 0x44: start predictor + hist1 + hist2 (empty for non-DSP codecs) */ /* 0x4a: null? */ loop_flag = (loop_end != -1); //TODO should make sure channels match and offsets make a proper interleave (see bfwav) if (channels > 1) interleave = read_u32le(0x8C, sf) - start_offset; /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channels, loop_flag); if (!vgmstream) goto fail; vgmstream->meta_type = meta_BWAV; vgmstream->sample_rate = sample_rate; vgmstream->num_samples = num_samples; vgmstream->loop_start_sample = loop_start; vgmstream->loop_end_sample = loop_end; switch(codec) { case 0x0000: /* Ring Fit Adventure (Switch) */ vgmstream->coding_type = coding_PCM16LE; vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = interleave; break; case 0x0001: /* Super Mario Maker 2 (Switch) */ vgmstream->coding_type = coding_NGC_DSP; vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = interleave; dsp_read_coefs_le(vgmstream, sf, 0x10 + 0x10, 0x4C); dsp_read_hist_le(vgmstream, sf, 0x10 + 0x46, 0x4C); vgmstream->allow_dual_stereo = 1; /* Animal Crossing: Happy Home Paradise */ break; #ifdef VGM_USE_FFMPEG case 0x0002: /* The Legend of Zelda: Tears of the Kingdom (Switch) */ vgmstream->layout_data = build_layered_data(sf, channels); if (!vgmstream->layout_data) goto fail; vgmstream->coding_type = coding_FFmpeg; vgmstream->layout_type = layout_layered; break; #endif default: goto fail; } if (!vgmstream_open_stream(vgmstream, sf, start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; } static layered_layout_data* build_layered_data(STREAMFILE* sf, int channels) { layered_layout_data* data = NULL; STREAMFILE* temp_sf = NULL; data = init_layout_layered(channels); if (!data) goto fail; for (int ch = 0; ch < channels; ch++) { uint32_t subfile_offset = read_u32le(0x10 + 0x4c * ch + 0x34, sf); uint32_t subfile_size = 0x28 + read_u32le(subfile_offset + 0x24, sf); /* NXOpus size, abridged (fails if non-common chunks are found, let's see) */ temp_sf = setup_subfile_streamfile(sf, subfile_offset, subfile_size, "opus"); if (!temp_sf) goto fail; data->layers[ch] = init_vgmstream_opus_std(temp_sf); if (!data->layers[ch]) goto fail; data->layers[ch]->stream_size = get_streamfile_size(temp_sf); close_streamfile(temp_sf); temp_sf = NULL; } if (!setup_layout_layered(data)) goto fail; return data; fail: free_layout_layered(data); close_streamfile(temp_sf); return NULL; }