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cleanup: debug stuff
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doc/USAGE.md
15
doc/USAGE.md
@ -286,19 +286,20 @@ like foobar or Winamp don't react well to that, they may be renamed to these
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- `.stm` to `.lstm` (Rockstar STM)
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- `.wav` to `.lwav` (standard WAV, various formats)
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- `.wma` to `.lwma` (standard WMA)
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- `.(any)` to `.vgmstream` (FFmpeg formats or TXTH)
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- `.(unknown)` to `.vgmstream` (TXTH formats / extracted bigfiles without extension)
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Command line tools don't have this restriction and will accept the original
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filename.
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filename. Note that vgmstream also accepts certain extension-less files as-is too.
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The main advantage of renaming here is that vgmstream may use the file's internal
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loop info, or apply subtle fixes, but is also limited in some ways (like ignoring
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standard tags). `.vgmstream` is a catch-all extension that may work as a last resort
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to make a file playable.
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The main reason of renaming is forcing the player to use vgmstream instead of its
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internal decoder. vgmstream then may use the file's loop info, or apply small
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fixes, but is also limited in some ways such as regular tagged files (like `.ogg`)
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won't show tags when played through vgmstream (since video game `.ogg` rarely
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have anything worth showing).
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Some plugins have options that allow "*common extensions*" to be played, making any
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renaming unnecessary. You may need to adjust plugin priority in player's options
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first. Note that vgmstream also accepts certain extension-less files as-is too.
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first, but the same issues apply (will lose tags).
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Similarly, vgmstream has a curated list of known extensions, that plugins may take
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into account and ignore unknowns. Through *TXTH* you can make unknown files playable,
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@ -811,7 +811,9 @@ static bool parse_psb(STREAMFILE* sf, psb_header_t* psb) {
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ctx = psb_init(sf);
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if (!ctx) goto fail;
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psb_print(ctx);
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#ifdef VGM_DEBUG_OUTPUT
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//psb_print(ctx);
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#endif
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/* main process */
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psb_get_root(ctx, &nroot);
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@ -784,6 +784,8 @@ int psb_node_exists(const psb_node_t* node, const char* key) {
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/******************************************************************************/
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/* ETC */
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#ifdef VGM_DEBUG_OUTPUT
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#define PSB_DEPTH_STEP 2
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static void print_internal(psb_node_t* curr, int depth) {
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@ -862,3 +864,4 @@ void psb_print(psb_context_t* ctx) {
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psb_get_root(ctx, &node);
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print_internal(&node, 0);
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}
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#endif
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