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EA SCHl: Fixed channel offsets for PS2 PCM
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@ -1375,8 +1375,10 @@ static VGMSTREAM * init_vgmstream_ea_variable_header(STREAMFILE* sf, ea_header*
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for (i = 0; i < ea->channels; i++) {
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vgmstream->ch[i].offset = ea->offsets[0] + interleave*i;
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}
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} else if ((vgmstream->coding_type == coding_PCM8 || vgmstream->coding_type == coding_PCM16LE) && ea->platform == EA_PLATFORM_PS2) {
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/* weird 0x10 mini header (codec/loop start/loop end/samples) [SSX 3 (PS2)] */
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} else if ((vgmstream->coding_type == coding_PCM8 || vgmstream->coding_type == coding_PCM16LE) &&
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ea->platform == EA_PLATFORM_PS2 &&
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(ea->flag_value & 0x100)) {
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/* weird 0x10 mini header when played on IOP (codec/loop start/loop end/samples) [SSX 3 (PS2)] */
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for (i = 0; i < vgmstream->channels; i++) {
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vgmstream->ch[i].offset = ea->offsets[i] + 0x10;
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}
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@ -1388,8 +1390,7 @@ static VGMSTREAM * init_vgmstream_ea_variable_header(STREAMFILE* sf, ea_header*
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}
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/* TODO: Figure out how to get stream size for BNK sounds */
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}
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else {
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} else {
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update_ea_stream_size_and_samples(sf, start_offset, vgmstream, standalone);
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}
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