Adjusted chan count and freq. to ignore the muted left channel.

Sounds like crap but maybe it's how it shows up in-game.
Might also sound crappy due to the usage of 8-bit PCM.

git-svn-id: https://vgmstream.svn.sourceforge.net/svnroot/vgmstream@958 51a99a44-fe44-0410-b1ba-c3e57ba2b86b
This commit is contained in:
bxaimc 2011-06-01 22:53:29 +00:00
parent fb0c6c015d
commit 7e2c02efc8

View File

@ -20,7 +20,7 @@ VGMSTREAM * init_vgmstream_pcm_scd(STREAMFILE *streamFile) {
goto fail;
loop_flag = (read_32bitLE(0x02,streamFile)!=0);
channel_count = 2;
channel_count = 1;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count,loop_flag);
@ -29,12 +29,12 @@ VGMSTREAM * init_vgmstream_pcm_scd(STREAMFILE *streamFile) {
/* fill in the vital statistics */
start_offset = 0x200;
vgmstream->channels = channel_count;
vgmstream->sample_rate = 16000;
vgmstream->sample_rate = 32000;
vgmstream->coding_type = coding_PCM8_SB_int;
vgmstream->num_samples = read_32bitBE(0x06,streamFile)*2;
if(loop_flag) {
vgmstream->loop_start_sample = read_32bitBE(0x02,streamFile)*0x400;
vgmstream->loop_end_sample = read_32bitBE(0x06,streamFile);
vgmstream->loop_start_sample = read_32bitBE(0x02,streamFile)*0x400*2;
vgmstream->loop_end_sample = read_32bitBE(0x06,streamFile)*2;
}
vgmstream->layout_type = layout_interleave;
vgmstream->interleave_block_size = 0x1;