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