Rename *_DE2 to _*DEC for consistency and since it was first

This commit is contained in:
bnnm 2017-11-23 22:48:11 +01:00
parent 162ec1fb9c
commit 7c7af0bf18
12 changed files with 22 additions and 22 deletions

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@ -277,7 +277,7 @@ This list is not complete and many other files are supported.
- .bgw (PSX configurable ADPCM)
- .bnsf (G.722.1)
- .caf (Apple IMA4 ADPCM, others)
- .de2 (MS ADPCM)
- .dec/de2 (MS ADPCM)
- .hca (CRI High Compression Audio)
- .pcm/kcey (DVI IMA ADPCM)
- .lsf (LSF ADPCM)

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@ -528,7 +528,7 @@ static const layout_info layout_info_list[] = {
{layout_str_snds_blocked, ".str SNDS blocked"},
{layout_ws_aud_blocked, "Westwood Studios .aud blocked"},
{layout_matx_blocked, "Matrix .matx blocked"},
{layout_de2_blocked, "de2 blocked"},
{layout_blocked_dec, "blocked (DEC)"},
{layout_vs_blocked, "vs blocked"},
{layout_emff_ps2_blocked, "EMFF (PS2) blocked"},
{layout_emff_ngc_blocked, "EMFF (NGC/WII) blocked"},
@ -684,7 +684,7 @@ static const meta_info meta_info_list[] = {
{meta_XBOX_WVS, "Metal Arms WVS Header (XBOX)"},
{meta_NGC_WVS, "Metal Arms WVS Header (GameCube)"},
{meta_XBOX_MATX, "assumed Matrix file by .matx extension"},
{meta_DE2, "Falcom DEC/DE2 RIFF header"},
{meta_DEC, "Falcom DEC RIFF header"},
{meta_VS, "Men in Black VS Header"},
{meta_DC_STR, "Sega Stream Asset Builder header"},
{meta_DC_STR_V2, "variant of Sega Stream Asset Builder header"},

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@ -101,8 +101,8 @@ void render_vgmstream_blocked(sample * buffer, int32_t sample_count, VGMSTREAM *
case layout_matx_blocked:
matx_block_update(vgmstream->next_block_offset,vgmstream);
break;
case layout_de2_blocked:
de2_block_update(vgmstream->next_block_offset,vgmstream);
case layout_blocked_dec:
block_update_dec(vgmstream->next_block_offset,vgmstream);
break;
case layout_emff_ps2_blocked:
emff_ps2_block_update(vgmstream->next_block_offset,vgmstream);

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@ -1,7 +1,7 @@
#include "layout.h"
/* Falcom RIFF blocks (.DEC/DE2) */
void de2_block_update(off_t block_offset, VGMSTREAM * vgmstream) {
void block_update_dec(off_t block_offset, VGMSTREAM * vgmstream) {
STREAMFILE* streamFile = vgmstream->ch[0].streamfile;
size_t block_size, header_size;
int i;

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@ -29,7 +29,7 @@ void ws_aud_block_update(off_t block_offset, VGMSTREAM * vgmstream);
void matx_block_update(off_t block_offset, VGMSTREAM * vgmstream);
void de2_block_update(off_t block_offset, VGMSTREAM * vgmstream);
void block_update_dec(off_t block_offset, VGMSTREAM * vgmstream);
void vs_block_update(off_t block_offset, VGMSTREAM * vgmstream);

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@ -325,7 +325,7 @@
>
</File>
<File
RelativePath=".\meta\de2.c"
RelativePath=".\meta\dec.c"
>
</File>
<File
@ -1607,7 +1607,7 @@
>
</File>
<File
RelativePath=".\layout\de2_blocked.c"
RelativePath=".\layout\blocked_dec.c"
>
</File>
<File

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@ -216,7 +216,7 @@
<ClCompile Include="meta\dc_idvi.c" />
<ClCompile Include="meta\dc_kcey.c" />
<ClCompile Include="meta\dc_str.c" />
<ClCompile Include="meta\de2.c" />
<ClCompile Include="meta\dec.c" />
<ClCompile Include="meta\dmsg_segh.c" />
<ClCompile Include="meta\dsp_adx.c" />
<ClCompile Include="meta\dsp_bdsp.c" />
@ -475,7 +475,7 @@
<ClCompile Include="layout\blocked_ea_1snh.c" />
<ClCompile Include="layout\blocked_vgs.c" />
<ClCompile Include="layout\caf_blocked.c" />
<ClCompile Include="layout\de2_blocked.c" />
<ClCompile Include="layout\blocked_dec.c" />
<ClCompile Include="layout\ea_block.c" />
<ClCompile Include="layout\ea_sns_blocked.c" />
<ClCompile Include="layout\emff_blocked.c" />

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@ -190,7 +190,7 @@
<ClCompile Include="meta\dc_str.c">
<Filter>meta\Source Files</Filter>
</ClCompile>
<ClCompile Include="meta\de2.c">
<ClCompile Include="meta\dec.c">
<Filter>meta\Source Files</Filter>
</ClCompile>
<ClCompile Include="meta\dmsg_segh.c">
@ -937,7 +937,7 @@
<ClCompile Include="layout\caf_blocked.c">
<Filter>layout\Source Files</Filter>
</ClCompile>
<ClCompile Include="layout\de2_blocked.c">
<ClCompile Include="layout\blocked_dec.c">
<Filter>layout\Source Files</Filter>
</ClCompile>
<ClCompile Include="layout\ea_block.c">

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@ -5,7 +5,7 @@
static int get_falcom_looping(STREAMFILE *streamFile, int *out_loop_start, int *out_loop_end);
/* .DEC/DE2 - from Falcom PC games (Xanadu Next, Zwei!!, VM Japan, Gurumin) */
VGMSTREAM * init_vgmstream_de2(STREAMFILE *streamFile) {
VGMSTREAM * init_vgmstream_dec(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
off_t start_offset;
off_t riff_off = 0x00;
@ -74,15 +74,15 @@ VGMSTREAM * init_vgmstream_de2(STREAMFILE *streamFile) {
vgmstream->coding_type = coding_MSADPCM;
vgmstream->interleave_block_size = 0x800;
vgmstream->layout_type = layout_de2_blocked;
vgmstream->layout_type = layout_blocked_dec;
vgmstream->meta_type = meta_DE2;//todo
vgmstream->meta_type = meta_DEC;
/* open the file for reading */
if ( !vgmstream_open_stream(vgmstream, streamFile, start_offset) )
goto fail;
de2_block_update(start_offset, vgmstream);
block_update_dec(start_offset, vgmstream);
return vgmstream;

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@ -252,7 +252,7 @@ VGMSTREAM * init_vgmstream_dc_str_v2(STREAMFILE *streamFile);
VGMSTREAM * init_vgmstream_xbox_matx(STREAMFILE *streamFile);
VGMSTREAM * init_vgmstream_de2(STREAMFILE *streamFile);
VGMSTREAM * init_vgmstream_dec(STREAMFILE *streamFile);
VGMSTREAM * init_vgmstream_vs(STREAMFILE *streamFile);

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@ -138,7 +138,7 @@ VGMSTREAM * (*init_vgmstream_fcns[])(STREAMFILE *streamFile) = {
init_vgmstream_dc_str,
init_vgmstream_dc_str_v2,
init_vgmstream_xbox_matx,
init_vgmstream_de2,
init_vgmstream_dec,
init_vgmstream_vs,
init_vgmstream_dc_str,
init_vgmstream_dc_str_v2,
@ -921,7 +921,7 @@ void render_vgmstream(sample * buffer, int32_t sample_count, VGMSTREAM * vgmstre
case layout_str_snds_blocked:
case layout_ws_aud_blocked:
case layout_matx_blocked:
case layout_de2_blocked:
case layout_blocked_dec:
case layout_vs_blocked:
case layout_emff_ps2_blocked:
case layout_emff_ngc_blocked:

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@ -219,7 +219,7 @@ typedef enum {
layout_str_snds_blocked,
layout_ws_aud_blocked,
layout_matx_blocked,
layout_de2_blocked,
layout_blocked_dec,
layout_xvas_blocked,
layout_vs_blocked,
layout_emff_ps2_blocked,
@ -487,7 +487,7 @@ typedef enum {
meta_DC_KCEY, /* Konami KCE Yokohama KCEYCOMP (DC games) */
meta_ACM, /* InterPlay ACM header */
meta_MUS_ACM, /* MUS playlist of InterPlay ACM files */
meta_DE2, /* Falcom (Gurumin) .de2 */
meta_DEC, /* Falcom PC games (Xanadu Next, Gurumin) */
meta_VS, /* Men in Black .vs */
meta_FFXI_BGW, /* FFXI (PC) BGW */
meta_FFXI_SPW, /* FFXI (PC) SPW */