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change channelMultiplier to num_layers
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parent
e6208351d4
commit
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@ -4,7 +4,7 @@
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VGMSTREAM * init_vgmstream_ktss(STREAMFILE *streamFile) {
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VGMSTREAM * init_vgmstream_ktss(STREAMFILE *streamFile) {
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VGMSTREAM * vgmstream = NULL;
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VGMSTREAM * vgmstream = NULL;
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int loop_flag, channel_count;
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int loop_flag, channel_count;
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int8_t version, channelMultiplier, codec_id;
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int8_t version, num_layers, codec_id;
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int32_t loop_length, coef_start_offset, coef_spacing;
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int32_t loop_length, coef_start_offset, coef_spacing;
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off_t start_offset;
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off_t start_offset;
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size_t data_size, skip = 0;
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size_t data_size, skip = 0;
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@ -19,14 +19,14 @@ VGMSTREAM * init_vgmstream_ktss(STREAMFILE *streamFile) {
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loop_length = read_32bitLE(0x38, streamFile);
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loop_length = read_32bitLE(0x38, streamFile);
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loop_flag = loop_length > 0;
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loop_flag = loop_length > 0;
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// For reasons unknown, a channel multiplier exists in Hyrule Warriors (Switch)
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// A layered stream/track model seems to be used in Hyrule Warriors (Switch).
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// It seems to be present in other Koei Tecmo KNS but the channel count was always
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// It's also present in other Koei Tecmo KNS but the channel count was always
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// explicitly defined in the 0x29 byte. Here, 10 channel files have '2' in 0x29*
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// explicitly defined in the 0x29 byte and the number of layers was set to 1.
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// and '5' in 0x28 whereas previous titles usually contained '1'
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// Here, 10 channel files are set up with 2 channels in 5 layers.
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// Super hacky on KT's part and ours to implement but it works.
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// Super hacky on KT's part and ours to implement but it works.
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channelMultiplier = read_8bit(0x28, streamFile);
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num_layers = read_8bit(0x28, streamFile);
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channel_count = read_8bit(0x29, streamFile) * channelMultiplier;
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channel_count = read_8bit(0x29, streamFile) * num_layers;
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/* build the VGMSTREAM */
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/* build the VGMSTREAM */
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vgmstream = allocate_vgmstream(channel_count, loop_flag);
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vgmstream = allocate_vgmstream(channel_count, loop_flag);
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