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@ -45,7 +45,7 @@ void block_update_ubi_sce(off_t block_offset, VGMSTREAM* vgmstream) {
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/* First step is always 0x500, not sure if it's a bug or a feature but the game just takes it as is and
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/* First step is always 0x500, not sure if it's a bug or a feature but the game just takes it as is and
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* ends up reading 0 from out-of-bounds memory area which causes a pop at the start. Yikes.
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* ends up reading 0 from out-of-bounds memory area which causes a pop at the start. Yikes.
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* It gets clampled later so the rest of the sound plays ok.
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* It gets clamped later so the rest of the sound plays ok.
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* We put 89 here as our special index which contains 0 to simulate this.
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* We put 89 here as our special index which contains 0 to simulate this.
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*/
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*/
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if (vgmstream->ch[i].adpcm_step_index == 0x500) {
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if (vgmstream->ch[i].adpcm_step_index == 0x500) {
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@ -8,7 +8,7 @@ VGMSTREAM* init_vgmstream_esf(STREAMFILE* sf) {
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uint8_t version;
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uint8_t version;
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off_t start_offset;
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off_t start_offset;
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int loop_flag = 0, bps_flag = 0, hq_flag = 0, codec_flag = 0,
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int loop_flag = 0, bps_flag = 0, hq_flag = 0, codec_flag = 0,
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sample_rate = 0, channels, bps;
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sample_rate, channels, bps;
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/* checks */
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/* checks */
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if (!is_id32be(0x00, sf, "ESF\x03") &&
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if (!is_id32be(0x00, sf, "ESF\x03") &&
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