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