mirror of
https://github.com/vgmstream/vgmstream.git
synced 2024-11-24 15:00:11 +01:00
Doc
This commit is contained in:
parent
8c3ca400f5
commit
d7d15e6bdb
@ -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) {
|
||||
|
@ -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") &&
|
||||
|
Loading…
Reference in New Issue
Block a user