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Minor compiler warn and doc
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0f84ce5e77
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@ -974,7 +974,7 @@ static size_t calculate_eaac_size(STREAMFILE *streamFile, eaac_header *ea, uint3
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static VGMSTREAM * init_vgmstream_eaaudiocore_header(STREAMFILE * streamHead, STREAMFILE * streamData, off_t header_offset, off_t start_offset, meta_t meta_type, int standalone) {
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static VGMSTREAM * init_vgmstream_eaaudiocore_header(STREAMFILE * streamHead, STREAMFILE * streamData, off_t header_offset, off_t start_offset, meta_t meta_type, int standalone) {
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VGMSTREAM * vgmstream = NULL;
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VGMSTREAM * vgmstream = NULL;
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STREAMFILE* temp_streamFile = NULL, *streamFile = NULL, *snsFile = NULL;
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STREAMFILE* temp_streamFile = NULL, *streamFile = NULL, *snsFile = NULL;
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uint32_t header1, header2, header_block_size, header_size;
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uint32_t header1, header2, header_block_size = 0, header_size;
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uint8_t header_block_id;
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uint8_t header_block_id;
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eaac_header eaac = {0};
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eaac_header eaac = {0};
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@ -1002,6 +1002,8 @@ static VGMSTREAM * init_vgmstream_eaaudiocore_header(STREAMFILE * streamHead, ST
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/* common channel configs are mono/stereo/quad/5.1/7.1 (from debug strings), while others are quite rare
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/* common channel configs are mono/stereo/quad/5.1/7.1 (from debug strings), while others are quite rare
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* [Battlefield 4 (X360)-EAXMA: 3/5/7ch, Army of Two: The Devil's Cartel (PS3)-EALayer3v2P: 11ch] */
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* [Battlefield 4 (X360)-EAXMA: 3/5/7ch, Army of Two: The Devil's Cartel (PS3)-EALayer3v2P: 11ch] */
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eaac.channels = eaac.channel_config + 1;
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eaac.channels = eaac.channel_config + 1;
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/* EA 6ch channel mapping is L C R BL BR LFE, but may use stereo layers for dynamic music
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* instead, so we can't re-map automatically (use TXTP) */
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/* V0: SNR+SNS, V1: SPR+SPS (no apparent differences, other than block flags) */
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/* V0: SNR+SNS, V1: SPR+SPS (no apparent differences, other than block flags) */
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if (eaac.version != EAAC_VERSION_V0 && eaac.version != EAAC_VERSION_V1) {
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if (eaac.version != EAAC_VERSION_V0 && eaac.version != EAAC_VERSION_V1) {
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@ -1025,7 +1027,7 @@ static VGMSTREAM * init_vgmstream_eaaudiocore_header(STREAMFILE * streamHead, ST
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eaac.streamed = (eaac.type != EAAC_TYPE_RAM);
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eaac.streamed = (eaac.type != EAAC_TYPE_RAM);
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/* get loops (fairly involved due to the multiple layouts and mutant streamfiles)
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/* get loops (fairly involved due to the multiple layouts and mutant streamfiles)
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* full loops aren't too uncommon [Dead Space (PC) stream sfx/ambiance, FIFA 98 (PS3) RAM sfx],
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* full loops aren't too uncommon [Dead Space (PC) stream sfx/ambiance, FIFA 08 (PS3) RAM sfx],
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* while actual looping is very rare [Need for Speed: World (PC)-EAL3, The Simpsons Game (X360)-EAXMA] */
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* while actual looping is very rare [Need for Speed: World (PC)-EAL3, The Simpsons Game (X360)-EAXMA] */
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/* get optional header values */
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/* get optional header values */
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@ -1590,8 +1592,6 @@ static layered_layout_data* build_layered_eaaudiocore(STREAMFILE *sf_data, eaac_
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if (!data->layers[i]->codec_data) goto fail;
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if (!data->layers[i]->codec_data) goto fail;
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data->layers[i]->coding_type = coding_FFmpeg;
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data->layers[i]->coding_type = coding_FFmpeg;
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data->layers[i]->layout_type = layout_none;
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data->layers[i]->layout_type = layout_none;
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//TODO: 6ch channel layout seems L C R BL BR LFE, not sure about other EAAC
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break;
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break;
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}
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}
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