Binary loop asset list: Difference between revisions

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Created page with "<onlyinclude>A '''binary loop asset list''' (<code>blal</code>) contains a list of looping audio resource names{{check}}. It is read by the aal library<ref>aal::LoopAssetL..."
 
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<onlyinclude>A '''binary loop asset list''' (<code>blal</code>) contains a list of looping audio resource names{{check}}. It is read by the [[aal]] library<ref>aal::LoopAssetListReader</ref> and queried by [[XLink]]<ref>xlink2::UserResourceSLink::solveIsLoop_</ref>.</onlyinclude>
<onlyinclude>A '''binary loop asset list''' (<code>blal</code>) contains a list of looping audio resource names (bfstm files){{check}}. It is read by the [[aal]] library<ref>aal::LoopAssetListReader</ref> and queried by [[XLink]]<ref>xlink2::UserResourceSLink::solveIsLoop_</ref>.</onlyinclude>
 
== Structure ==
== Structure ==
{|class="wikitable"
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| 0xc || u32[num_entries] || Array of CRC32 hashes of asset names
| 0xc || u32[num_entries] || Array of CRC32 hashes of asset names
|}
|}
== Usage in ''Breath of the Wild'' ==
=== Sound/LoopAssetList.blal ===
{{resloc|locations=[[Bootup.pack]]|path=Sound/LoopAssetList.blal}}
A standard loop asset list can be found in Sound/. It is loaded in Sound::init (called from ksys::InitializeApp) and afterwards only used indirectly by SoundLink.


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[[Category:File formats]]
[[Category:File formats]]