AST (File Format)
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AST files are sound files used in some Wii games such as Super Mario Galaxy 1 & 2. The file contains a header followed by blocks with data.
File Format
Header
The file starts with a 0x40 bytes long header as follows:
Offset | Type | Description |
---|---|---|
0x00 | String | File magic. Always STRM in ASCII. |
0x04 | UInt32 | Size of all sound blocks, thus file size - 0x40. |
0x08 | UInt16 | Audio format. 0 = ADPCM, 1 = PCM16. |
0x0A | UInt16 | Bit depth. Usually 16. |
0x0C | UInt16 | Number of channels. |
0x0E | UInt16 | Unknown. |
0x10 | UInt32 | Sample rate. |
0x14 | UInt32 | Total number of samples. |
0x18 | UInt32 | Loop start in samples. |
0x1C | UInt32 | Loop end in samples. |
0x20 | UInt32 | Seems to be the block size of the first block. |
0x24 | UInt32 | Unknown. Only seen as 0. |
0x28 | UInt32 | Unknown. Only seen as 0x7F000000. |
0x2C | Byte[0x1C] | Unknown. Only seen as 0. Probably padding. |
0x40 | End of file header |
BLCK
A file contains many BLCK sections which contain sound data. Each block has the following structure:
Offset | Type | Description |
---|---|---|
0x00 | String | Block magic. Always BLCK in ASCII. |
0x04 | UInt32 | B = Block size. |
0x08 | Byte[0x18] | Unknown. Probably padding to align sound data. |
0x20 | Byte[B] | Sound data. |
Tools
The following tools can handle AST files:
- Wexos's Toolbox, by Wexos