vgmstream/src/meta/btsnd.c

69 lines
1.8 KiB
C

/*
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; i<channel_count; i++) {
vgmstream->ch[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;
}