AST (File Format)

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AST files are audio streams found in several JAudio2 games, including Super Mario Galaxy and Super Mario Galaxy 2. Both games store their AST files in the AudioRes/Stream directory.

For a comprehensive list linking AST files to the Galaxy they're used in, check the List of Music page.

Header

AST file header, 0x40 bytes in length.

Offset Type Description
0x00 String File magic. STRM in ASCII
0x04 UInt32 Size of all blocks. File size - header length (0x40)
0x08 UInt16 Audio format: 0 = ADPCM, 1 = PCM16
0x0A UInt16 Bit depth
0x0C UInt16 Number of channels
0x0E UInt16 Loop enabled: 0x0000 if no loop, 0xFFFF if loop
0x10 UInt32 Sample rate
0x14 UInt32 Total sample count
0x18 UInt32 Loop start in samples
0x1C UInt32 Loop end in samples
0x20 UInt32 Default data size per channel in a block
0x24 UInt32 Unknown. Always 0
0x28 UInt32 Volume. Always 0x7F000000
0x2C Byte Always 0. Likely padding
0x40 End of header

BLCK

AST files contain multiple BLCK sections, each containing sound data.

Offset Type Description
0x00 String Block magic. BLCK in ASCII
0x04 UInt32 Block size; the data size per channel in this block
0x08 UInt16 ADPCM only: channel 1 last value
0x0A UInt16 ADPCM only: channel 1 penult value
0x0C UInt16 ADPCM only: channel 2 last value
0x0E UInt16 ADPCM only: channel 2 penult value
0x10 UInt16 ADPCM only: channel 3 last value
0x12 UInt16 ADPCM only: channel 3 penult value
0x14 UInt16 ADPCM only: channel 4 last value
0x16 UInt16 ADPCM only: channel 4 penult value
0x18 UInt16 ADPCM only: channel 5 last value
0x1A UInt16 ADPCM only: channel 5 penult value
0x1C UInt16 ADPCM only: channel 6 last value
0x1E UInt16 ADPCM only: channel 6 penult value
0x20 Byte Sound data

Tools

Luma's Workshop - Audio Tools

Tutorials

Luma's Workshop - Changing Background Music
Luma's Workshop - Importing New Music Tracks