cleanup: debug stuff

This commit is contained in:
bnnm 2024-09-02 00:00:58 +02:00
parent e292617a97
commit 37ee54c7f6
3 changed files with 14 additions and 8 deletions

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