diff --git a/src/layout/blocked_ubi_sce.c b/src/layout/blocked_ubi_sce.c index 318438ab..3615b424 100644 --- a/src/layout/blocked_ubi_sce.c +++ b/src/layout/blocked_ubi_sce.c @@ -45,7 +45,7 @@ void block_update_ubi_sce(off_t block_offset, VGMSTREAM* vgmstream) { /* 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. + * It gets clamped 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) { diff --git a/src/meta/esf.c b/src/meta/esf.c index 1ce2294b..d3e728f6 100644 --- a/src/meta/esf.c +++ b/src/meta/esf.c @@ -8,7 +8,7 @@ VGMSTREAM* init_vgmstream_esf(STREAMFILE* sf) { uint8_t version; off_t start_offset; int loop_flag = 0, bps_flag = 0, hq_flag = 0, codec_flag = 0, - sample_rate = 0, channels, bps; + sample_rate, channels, bps; /* checks */ if (!is_id32be(0x00, sf, "ESF\x03") &&