diff --git a/src/coding/ima_decoder.c b/src/coding/ima_decoder.c index 7825db65..9f96d575 100644 --- a/src/coding/ima_decoder.c +++ b/src/coding/ima_decoder.c @@ -11,7 +11,7 @@ * - expand type: IMA style or variations; low or high nibble first */ -static const int ADPCMTable[89] = { +static const int ADPCMTable[90] = { 7, 8, 9, 10, 11, 12, 13, 14, 16, 17, 19, 21, 23, 25, 28, 31, 34, 37, 41, 45, 50, 55, 60, 66, @@ -23,7 +23,9 @@ static const int ADPCMTable[89] = { 3327, 3660, 4026, 4428, 4871, 5358, 5894, 6484, 7132, 7845, 8630, 9493, 10442, 11487, 12635, 13899, 15289, 16818, 18500, 20350, 22385, 24623, 27086, 29794, - 32767 + 32767, + + 0 /* garbage value for Ubisoft IMA (see blocked_ubi_sce.c) */ }; static const int IMA_IndexTable[16] = { @@ -1054,10 +1056,14 @@ void decode_ubi_ima(VGMSTREAMCHANNEL * stream, sample_t * outbuf, int channelspa if (has_header) { first_sample -= 10; //todo fix hack (needed to adjust nibble offset below) - } - if (step_index < 0) step_index=0; - if (step_index > 88) step_index=88; + if (step_index < 0) step_index = 0; + if (step_index > 88) step_index = 88; + } else { + if (step_index < 0) step_index = 0; + if (step_index > 89) step_index = 89; + } + for (i = first_sample; i < first_sample + samples_to_do; i++, sample_count += channelspacing) { off_t byte_offset = channelspacing == 1 ? diff --git a/src/layout/blocked_ubi_sce.c b/src/layout/blocked_ubi_sce.c index 7c848fd9..640aca39 100644 --- a/src/layout/blocked_ubi_sce.c +++ b/src/layout/blocked_ubi_sce.c @@ -44,13 +44,13 @@ void block_update_ubi_sce(off_t block_offset, VGMSTREAM* vgmstream) { vgmstream->ch[i].adpcm_step_index = read_32bitLE(block_offset + header_size * i + 0x04, sf); vgmstream->ch[i].adpcm_history1_32 = read_32bitLE(block_offset + header_size * i + 0x08, sf); - /* TODO figure out - * First step seems to always be a special value for the decoder, unsure of meaning. - * 0 = too quiet and max = 88 = waveform starts a bit off and clicky. First hist is usually +-1, - * other frames look, fine not sure what are they aiming for. - */ + /* First step is always 0x500, not sure if it's a bug or a feature but the game just takes it as is and + * ends up reading 0 from out-of-bounds memory area which causes a pop at the start. Yikes. + * It gets clampled later so the rest of the sound plays ok. + * We put 89 here as our special index which contains 0 to simulate this. + */ if (vgmstream->ch[i].adpcm_step_index == 0x500) { - vgmstream->ch[i].adpcm_step_index = 88; + vgmstream->ch[i].adpcm_step_index = 89; } } }