#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; int32_t coef_start_offset, coef_spacing; /* checks */ if (!check_extensions(streamFile, "bwav")) goto fail; /* BWAV header */ if (read_32bitBE(0x00, streamFile) != 0x42574156) /* "BWAV" */ goto fail; channel_count = read_16bitLE(0x0E, streamFile); start_offset = read_32bitLE(0x40, streamFile); loop_flag = read_32bitLE(0x4C, streamFile); /* 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->layout_type = (channel_count == 1) ? layout_none : layout_interleave; vgmstream->interleave_block_size = read_32bitLE(0x8C, streamFile) - start_offset; vgmstream->coding_type = coding_NGC_DSP; coef_start_offset = 0x20; coef_spacing = 0x4C; dsp_read_coefs_le(vgmstream, streamFile, coef_start_offset, coef_spacing); if (!vgmstream_open_stream(vgmstream,streamFile,start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }