Fix SGXD typo (SGDX to SGXD)

This commit is contained in:
bnnm 2017-03-18 15:07:58 +01:00
parent 76a351c7e2
commit d6ce0f0ae3
7 changed files with 10 additions and 11 deletions

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@ -369,7 +369,7 @@ void decode_hevag(VGMSTREAMCHANNEL * stream, sample * outbuf, int channelspacing
/**
* PS ADPCM of configurable size, with no flag.
* Found in PS3 Afrika (SGDX type 5) in size 4, FF XI in sizes 3/5/9/41, Blur and James Bond in size 33.
* Found in PS3 Afrika (SGXD type 5) in size 4, FF XI in sizes 3/5/9/41, Blur and James Bond in size 33.
*/
void decode_psx_configurable(VGMSTREAMCHANNEL * stream, sample * outbuf, int channelspacing, int32_t first_sample, int32_t samples_to_do, int frame_size) {
uint8_t predict_nr, shift, byte;
@ -417,7 +417,6 @@ void decode_psx_configurable(VGMSTREAMCHANNEL * stream, sample * outbuf, int cha
sample = (scale >> shift) +
(hist1 * VAG_coefs[predict_nr][0] +
hist2 * VAG_coefs[predict_nr][1] ) / 64;
sample = sample + ;
#else
sample = (int)( (scale >> shift) +
(hist1 * VAG_f[predict_nr][0] +

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@ -785,7 +785,7 @@ static const meta_info meta_info_list[] = {
{meta_PS3_MSF, "PS3 MSF header"},
{meta_NUB_VAG, "VAG (NUB) header"},
{meta_PS3_PAST, "SNDP header"},
{meta_PS3_SGDX, "SGXD header"},
{meta_SGXD, "Sony SGXD header"},
{meta_NGCA, "NGCA header"},
{meta_WII_RAS, "RAS header"},
{meta_PS2_SPM, "SPM header"},

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@ -582,7 +582,7 @@ VGMSTREAM * init_vgmstream_nub_vag(STREAMFILE* streamFile);
VGMSTREAM * init_vgmstream_ps3_past(STREAMFILE* streamFile);
VGMSTREAM * init_vgmstream_ps3_sgdx(STREAMFILE* streamFile);
VGMSTREAM * init_vgmstream_sgxd(STREAMFILE* streamFile);
VGMSTREAM * init_vgmstream_ngca(STREAMFILE* streamFile);

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@ -22,9 +22,9 @@ static int get_at3_riff_info(at3_riff_info* info, STREAMFILE *streamFile, int32_
* WSUR, WMRK, BUSS: unknown
* RGND, SEQD: unknown (related to SE)
* Then data, containing the original header if applicable (ex. AT3 RIFF).
* The SGDX header has priority over it (ex. some ATRAC3plus files have 48000 while the data RIFF 44100)
* The SGXD header has priority over it (ex. some ATRAC3plus files have 48000 while the data RIFF 44100)
*/
VGMSTREAM * init_vgmstream_ps3_sgdx(STREAMFILE *streamFile) {
VGMSTREAM * init_vgmstream_sgxd(STREAMFILE *streamFile) {
VGMSTREAM * vgmstream = NULL;
STREAMFILE * streamHeader = NULL;
@ -126,7 +126,7 @@ VGMSTREAM * init_vgmstream_ps3_sgdx(STREAMFILE *streamFile) {
vgmstream->loop_start_sample = loop_start_sample;
vgmstream->loop_end_sample = loop_end_sample;
vgmstream->num_streams = total_streams;
vgmstream->meta_type = meta_PS3_SGDX;
vgmstream->meta_type = meta_SGXD;
switch (type) {
case 0x03: /* PSX ADPCM */
@ -202,7 +202,7 @@ fail:
/**
* AT3 RIFF headers have a "skip samples at the beginning" value that the decoder should use,
* and absolute loop values. However the SGDX header loop values assume those samples are skipped.
* and absolute loop values. However the SGXD header loop values assume those samples are skipped.
*
* FFmpeg doesn't support/export this, so we have to manually get the absolute values to fix looping.
*/

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@ -250,7 +250,7 @@ VGMSTREAM * init_vgmstream_riff(STREAMFILE *streamFile) {
if (strcasecmp("wav",filename_extension(filename)) &&
strcasecmp("lwav",filename_extension(filename))
#ifndef VGM_USE_FFMPEG
&& strcasecmp("sgb",filename_extension(filename)) /* SGB has proper support with FFmpeg in ps3_sgdx */
&& strcasecmp("sgb",filename_extension(filename)) /* SGB has proper support with FFmpeg in sgxd */
#endif
)
{

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@ -298,7 +298,7 @@ VGMSTREAM * (*init_vgmstream_fcns[])(STREAMFILE *streamFile) = {
init_vgmstream_ps3_msf,
init_vgmstream_nub_vag,
init_vgmstream_ps3_past,
init_vgmstream_ps3_sgdx,
init_vgmstream_sgxd,
init_vgmstream_ngca,
init_vgmstream_wii_ras,
init_vgmstream_ps2_spm,

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@ -551,7 +551,7 @@ typedef enum {
meta_PS3_MSF, /* MSF header */
meta_NUB_VAG, /* VAG from Nub archives */
meta_PS3_PAST, /* Bakugan Battle Brawlers (PS3) */
meta_PS3_SGDX, /* Folklore, Genji, Tokyo Jungle (PS3), Brave Story, Kurohyo (PSP) */
meta_SGXD, /* Sony: Folklore, Genji, Tokyo Jungle (PS3), Brave Story, Kurohyo (PSP) */
meta_NGCA, /* GoldenEye 007 (Wii) */
meta_WII_RAS, /* Donkey Kong Country Returns (Wii) */
meta_PS2_SPM, /* Lethal Skies Elite Pilot: Team SW */