CSW (File Format): Difference between revisions
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(Unused Speaker Sounds) |
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== Unused Speaker Sounds == | == Unused Speaker Sounds == | ||
The following Speaker Sounds are not referenced in game code and thus remain unused. Note that Speaker Sounds referenced in code can also end up unused, but those are more difficult to research. | |||
=== Super Mario Galaxy === | |||
{| class="wikitable" | |||
|- | |||
| CS_DPD_B_RELEASE | |||
| [[File:CS_DPD_B_RELEASE.ogg]] | |||
|- | |||
| CS_DPD_B_TRG | |||
| [[File:CS_DPD_B_TRG.ogg]] | |||
|- | |||
| CS_DPD_POINT | |||
| [[File:CS_DPD_POINT.ogg]] | |||
|- | |||
| CS_DPD_SIGN | |||
| [[File:CS_DPD_SIGN.ogg]] | |||
|- | |||
| CS_GET_POWER | |||
| [[File:CS_GET_POWER.ogg]] | |||
|- | |||
| CS_NOTICE_BUTTON | |||
| [[File:CS_NOTICE_BUTTON.ogg]] | |||
|- | |||
| CS_PRESSED_BUTTON | |||
| [[File:CS_PRESSED_BUTTON.ogg]] | |||
|- | |||
| CS_STARDUST_CHARGE | |||
| [[File:CS_STARDUST_CHARGE.ogg]] | |||
|- | |||
| CS_TENNIS | |||
| [[File:CS_TENNIS.ogg]] | |||
|- | |||
| CS_TEST_SIN_600HZ | |||
| [[File:CS_TEST_SIN_600HZ.ogg]] | |||
|- | |||
| CS_VOLUME_CONFIG | |||
| [[File:CS_VOLUME_CONFIG.ogg]] | |||
|} | |||
=== Super Mario Galaxy 2 === | |||
{| class="wikitable" | |||
|- | |||
| CS_CAN_PLAY_2P | |||
| [[File:CS_CAN_PLAY_2P.ogg]] | |||
|- | |||
| CS_DPD_POINT | |||
| [[File:CS_DPD_POINT.ogg]] | |||
|- | |||
| CS_IN_DISPLAY_2P | |||
| [[File:CS_IN_DISPLAY_2P.ogg]] | |||
|- | |||
| CS_OUT_DISPLAY_2P | |||
| [[File:CS_OUT_DISPLAY_2P.ogg]] | |||
|- | |||
| CS_PRESSED_BUTTON | |||
| [[File:CS_PRESSED_BUTTON.ogg]] | |||
|- | |||
| CS_YOSHI_PULL | |||
| [[File:CS_YOSHI_PULL.ogg]] | |||
|} | |||
Latest revision as of 21:03, 13 February 2026
CSW (Controller Speaker Wave) files contain sound data that is played through the Wii Remote Speaker. They are linked to BCT files. Super Mario Galaxy and Super Mario Galaxy 2 each contain only one CSW file, located in AudioRes/SpkRes/SpkRes.arc/bin/spkwave.csw.
File specifications
CSW files don't seem to contain a header. Instead they directly start with a table.
Sound offset table
| Offset | Type | Description |
|---|---|---|
| 0x0 | UInt32 (0x4) | Size of the file in bytes |
| 0x4 | UInt32 (0x4) | Amount of sounds |
| 0x8 + N * 4 | UInt32 (0x4) | Offset to sound data |
The rest of the section is padded to the nearest 0x20.
Sound data
| Offset | Type | Description |
|---|---|---|
| 0x0 | UInt32 (0x4) | Size of wave data in bytes |
| 0x4 | UInt32 (0x4) | Loop start in samples, 0xFFFF when no loop |
| 0x8 | UInt32 (0x4) | Loop end in samples, 0xFFFF when no loop |
| 0xC | Wave data |
The rest of the file is padded to the nearest 0x20.
Unused Speaker Sounds
The following Speaker Sounds are not referenced in game code and thus remain unused. Note that Speaker Sounds referenced in code can also end up unused, but those are more difficult to research.
Super Mario Galaxy
| CS_DPD_B_RELEASE | |
| CS_DPD_B_TRG | |
| CS_DPD_POINT | |
| CS_DPD_SIGN | |
| CS_GET_POWER | |
| CS_NOTICE_BUTTON | |
| CS_PRESSED_BUTTON | |
| CS_STARDUST_CHARGE | |
| CS_TENNIS | |
| CS_TEST_SIN_600HZ | |
| CS_VOLUME_CONFIG |
Super Mario Galaxy 2
| CS_CAN_PLAY_2P | |
| CS_DPD_POINT | |
| CS_IN_DISPLAY_2P | |
| CS_OUT_DISPLAY_2P | |
| CS_PRESSED_BUTTON | |
| CS_YOSHI_PULL |