Commit Graph

3356 Commits

Author SHA1 Message Date
bnnm
186d0c8ebf Cleanup dsp+sck cleanup 2019-03-04 22:48:51 +01:00
bnnm
9616bdd60e Rename dc_dcsw_dcs.c to dcs_wav.c 2019-03-04 20:12:02 +01:00
bnnm
f0d3cadf3d Clean .dcs+wav [Evil Twin (DC)] 2019-03-04 20:08:33 +01:00
bnnm
879f65a864 Fix 3/5ch .SPS [Battlefield 4 (X360)] 2019-03-04 20:07:26 +01:00
bnnm
154198d851 Inherit segment layout 2019-03-04 20:07:05 +01:00
bnnm
4c1b3f56f3 Tweak loop end leeway 2019-03-04 20:06:40 +01:00
bnnm
ea8f2d4ee1 Update docs 2019-03-04 00:06:05 +01:00
bnnm
c3a44ddd17 Accept replaygain_* in !tags.m3u for foobar 2019-03-04 00:05:56 +01:00
bnnm
810435cb68 Show mm:ss in samples info and adjustments 2019-03-03 22:24:29 +01:00
bnnm
563c59664d Handle loop points in seconds and cleanup 2019-03-03 20:03:26 +01:00
bnnm
19c10e014c Add Czech_BAOs 2019-03-03 19:53:59 +01:00
bnnm
65e2d4d27d Add TXTP loop install: "#I(loop start) (loop end)" 2019-03-03 03:01:17 +01:00
bnnm
8850ddacff Rename internal coding AICA to YAMAHA
AICA is simply Dreamcast's sound chip that uses standard Yamaha ADPCM,
codec used by Yamaha in many other places well before the Dreamcast
2019-03-03 02:30:52 +01:00
bnnm
0c39f4cf09 Fix tri-Ace Aska ADPCM .aac [Star Ocean Anamnesis (Mobile)] 2019-03-02 21:12:00 +01:00
bnnm
051cad9462 Minor shadowing fixes and cleanup 2019-03-02 19:23:37 +01:00
bnnm
78d1af6f35 Fix RIFF even-sized chunks, PCM GUID and add channel layout 2019-03-02 16:16:02 +01:00
bnnm
d9296c6693 Add multichannel layout for OGG/MP4/WEM/FFmpeg and use in foobar 2019-03-02 15:57:41 +01:00
bnnm
3d279ea42c Fix .ogg multichannel order and cleanup 2019-03-02 11:17:50 +01:00
Christopher Snowhill
450657f033
Merge pull request #365 from bnnm/txtp-aix-bao-fixes
txtp aix bao fixes
2019-02-25 20:46:29 -08:00
bnnm
312eb4ed76 Fix BAO sample rate in some cases [Assassin's Creed] 2019-02-25 19:45:10 +01:00
bnnm
a590ce650b Merge branch 'master' of https://github.com/kode54/vgmstream into tmp 2019-02-25 00:43:28 +01:00
bnnm
c99034cff8 Update mixing code 2019-02-25 00:38:35 +01:00
bnnm
05119fdceb Improve TXTP parsing, ignore spaces and add mask ranges 2019-02-25 00:37:28 +01:00
bnnm
40c23dc3f5 Add Vicious Cycle .mus [Dinotopia (Xbox/GC)] 2019-02-24 11:34:09 +01:00
bnnm
7372ffdc5c Fix possible pcm_bytes_to_samples overflow 2019-02-24 09:52:48 +01:00
bnnm
397c6e0e81 Improve average bitrate with layers+segments 2019-02-24 09:51:10 +01:00
Christopher Snowhill
c8e7e26882
Merge pull request #364 from niemand-deu/patch-2
Fix for VGM_USE_FFMPEG
2019-02-23 15:53:31 -08:00
bnnm
0725785824 Add some constants 2019-02-23 23:38:53 +01:00
bnnm
6351432d76 Move mp4.c FFDL code to ffdl.c 2019-02-23 23:19:54 +01:00
bnnm
fa4fc1f64c Add FFDL Ogg [Final Fantasy Dimensions (Android)] 2019-02-23 23:10:58 +01:00
bnnm
c720d6ce37 Fix extensionless files inside folders with dots in winamp/CLI 2019-02-23 17:47:19 +01:00
bnnm
cb93647cdd Fix some AIX [Danball Senki (PSP), Tetris Collection (PS2)] 2019-02-23 17:12:20 +01:00
bnnm
e5ddc9337a Remove unused AIX layout
This layout handled ADX segments+layers at the same time. While there is
some merit in that, it's more flexible and easier to maintain to mix
layer and segment layouts.

Performance and memory used is slightly worse though (impact should be
minimal)
2019-02-23 16:17:29 +01:00
bnnm
6bd23fe948 Change AIX to use custom io and layered+segmented layout
Resulting output is slightly different because AIX layout used to carry
ADX ADPCM hist between segments, but since ADX does have hist in header
(not parsed when AIX was implemented) this step is unneeded/incorrect
2019-02-23 15:26:08 +01:00
bnnm
f354a8fb88 Add allocate_segmented/layered_vgmstream helpers 2019-02-23 15:23:37 +01:00
bnnm
decf64cf01 Add read_sXXle/read_uXXbe/etc alias as a test 2019-02-23 15:23:00 +01:00
niemand-deu
0e645a4fd9
Update baf.c
Added a two liner in the vein of cca30df28d to fix compiling on Linux.
2019-02-23 07:16:35 +01:00
bnnm
e5480f4bb0 Fix minor shadowing issues 2019-02-23 03:15:49 +01:00
bnnm
111c4dd97c Change some sample to sample_t 2019-02-23 02:54:23 +01:00
bnnm
5bdc575f29 Add sample_t for typedef sample to improve shadowing and clarity 2019-02-23 02:47:03 +01:00
bnnm
35a2989462 Update TXTH doc with info about how to use codecs 2019-02-23 01:49:45 +01:00
bnnm
e3a76d35aa Add TXTH interleave defaults for PSX/DSP/PCM16/PCM8 to simplify usage 2019-02-23 01:49:09 +01:00
bnnm
dd31d1af33 Add Blitz IMA .str+wav [Zapper (PC)] 2019-02-23 00:12:58 +01:00
bnnm
61b9e3743e Add doc 2019-02-22 23:53:15 +01:00
bnnm
9bf0369abd Fix rare .vag [Jak 3 (PS2)] 2019-02-22 23:53:05 +01:00
bnnm
dd5bbe531e Tweak dump_streamfile 2019-02-22 23:52:39 +01:00
bnnm
5109219d85 Fix minor Ubi SB layer bug 2019-02-22 23:52:09 +01:00
bnnm
dc22b3d955 Add some BAOs and v6 IMA [Ghost Recon Future Soldier (PC/PS3)] 2019-02-22 23:51:40 +01:00
bnnm
7e6e8900c2 Fix EA-XMA segfault 2019-02-22 23:35:16 +01:00
bnnm
a2a43c2502 Fix multitrack .baf [James Bond 007 - Blood Stone (X360)] 2019-02-22 23:32:22 +01:00