Minor compiler warn and doc

This commit is contained in:
bnnm 2019-12-05 23:20:38 +01:00
parent 0f84ce5e77
commit 8b73941b09

View File

@ -974,7 +974,7 @@ static size_t calculate_eaac_size(STREAMFILE *streamFile, eaac_header *ea, uint3
static VGMSTREAM * init_vgmstream_eaaudiocore_header(STREAMFILE * streamHead, STREAMFILE * streamData, off_t header_offset, off_t start_offset, meta_t meta_type, int standalone) {
VGMSTREAM * vgmstream = NULL;
STREAMFILE* temp_streamFile = NULL, *streamFile = NULL, *snsFile = NULL;
uint32_t header1, header2, header_block_size, header_size;
uint32_t header1, header2, header_block_size = 0, header_size;
uint8_t header_block_id;
eaac_header eaac = {0};
@ -1002,6 +1002,8 @@ static VGMSTREAM * init_vgmstream_eaaudiocore_header(STREAMFILE * streamHead, ST
/* common channel configs are mono/stereo/quad/5.1/7.1 (from debug strings), while others are quite rare
* [Battlefield 4 (X360)-EAXMA: 3/5/7ch, Army of Two: The Devil's Cartel (PS3)-EALayer3v2P: 11ch] */
eaac.channels = eaac.channel_config + 1;
/* EA 6ch channel mapping is L C R BL BR LFE, but may use stereo layers for dynamic music
* instead, so we can't re-map automatically (use TXTP) */
/* V0: SNR+SNS, V1: SPR+SPS (no apparent differences, other than block flags) */
if (eaac.version != EAAC_VERSION_V0 && eaac.version != EAAC_VERSION_V1) {
@ -1025,7 +1027,7 @@ static VGMSTREAM * init_vgmstream_eaaudiocore_header(STREAMFILE * streamHead, ST
eaac.streamed = (eaac.type != EAAC_TYPE_RAM);
/* get loops (fairly involved due to the multiple layouts and mutant streamfiles)
* full loops aren't too uncommon [Dead Space (PC) stream sfx/ambiance, FIFA 98 (PS3) RAM sfx],
* full loops aren't too uncommon [Dead Space (PC) stream sfx/ambiance, FIFA 08 (PS3) RAM sfx],
* while actual looping is very rare [Need for Speed: World (PC)-EAL3, The Simpsons Game (X360)-EAXMA] */
/* get optional header values */
@ -1590,8 +1592,6 @@ static layered_layout_data* build_layered_eaaudiocore(STREAMFILE *sf_data, eaac_
if (!data->layers[i]->codec_data) goto fail;
data->layers[i]->coding_type = coding_FFmpeg;
data->layers[i]->layout_type = layout_none;
//TODO: 6ch channel layout seems L C R BL BR LFE, not sure about other EAAC
break;
}