#include "meta.h" #include "../coding/coding.h" /* .btsnd - Wii U boot sound file for each game/app */ VGMSTREAM* init_vgmstream_btsnd(STREAMFILE* sf) { VGMSTREAM* vgmstream = NULL; int channels, loop_flag; off_t start_offset, data_size; int32_t num_samples, loop_start; /* checks */ if (!check_extensions(sf, "btsnd")) return NULL; uint32_t type = read_u32be(0x00,sf); if (type == 0x00) { loop_flag = 0; } else if (type == 0x02) { loop_flag = 1; } else { return NULL; } loop_start = read_s32be(0x04, sf); /* non-looping: 0 or some number lower than samples */ start_offset = 0x08; channels = 2; /* extra checks since format is so simple */ data_size = get_streamfile_size(sf); num_samples = pcm16_bytes_to_samples(data_size - start_offset, channels); if (loop_start >= num_samples) return NULL; if (num_samples > 960000) /* known max reached by various games, encoder/Wii U limit? */ return NULL; /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channels, loop_flag); if (!vgmstream) goto fail; vgmstream->meta_type = meta_BTSND; vgmstream->sample_rate = 48000; vgmstream->num_samples = num_samples; vgmstream->loop_start_sample = loop_start; vgmstream->loop_end_sample = vgmstream->num_samples; vgmstream->coding_type = coding_PCM16BE; vgmstream->layout_type = layout_interleave; vgmstream->interleave_block_size = 0x02; if (!vgmstream_open_stream(vgmstream, sf, start_offset)) goto fail; return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }