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@ -1,7 +1,8 @@
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#include "coding.h"
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#include "../util.h"
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/* Various EA ADPCM codecs evolved from CDXA */
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/* AKA "EA ADPCM", evolved from CDXA. Inconsistently called EA XA/EA-XA/EAXA.
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* Some variations contain ADPCM hist header per block, but it's handled in ea_block.c */
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/*
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* Another way to get coefs in EAXA v2, with no diffs (no idea which table is actually used in games):
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@ -28,7 +29,7 @@ static const int EA_XA_TABLE[20] = {
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0, -1, -3, -4
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};
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/* EA XA v2 (inconsistently called EAXA or EA-XA too); like ea_xa_int but with "PCM samples" flag and doesn't add 128 on nibble expand */
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/* EA XA v2; like ea_xa_int but with "PCM samples" flag and doesn't add 128 on expand or clamp (pre-adjusted by the encoder?) */
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void decode_ea_xa_v2(VGMSTREAMCHANNEL * stream, sample * outbuf, int channelspacing, int32_t first_sample, int32_t samples_to_do,int channel) {
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uint8_t frame_info;
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int32_t sample_count;
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@ -84,7 +85,7 @@ void decode_ea_xa_v2(VGMSTREAMCHANNEL * stream, sample * outbuf, int channelspac
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}
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}
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/* EA XA v1 stereo (aka "EA ADPCM") */
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/* EA XA v1 stereo */
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void decode_ea_xa(VGMSTREAMCHANNEL * stream, sample * outbuf, int channelspacing, int32_t first_sample, int32_t samples_to_do,int channel) {
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uint8_t frame_info;
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int32_t coef1, coef2;
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