Makefile.audacious.am:
* Add test/ subdirectory to the Autotools build
* Add version.h to EXTRA_DIST so that "make distcheck" passes
audacious/Makefile.audacious.am:
* Install Audacious plug-in into the appropriate directory
* No need to include CXXFLAGS in AM_CXXFLAGS, as the former is already
included in the compiler invocation
configure.ac:
* Need to link to libvorbis in order for static-library builds
(--disable-shared) to link correctly
* Only add GCC-specific compiler flags if GCC is detected
* Tightened up the GCC warning flags
* Don't set LIBS, so that different targets can link against different
libraries
* Generate makefile for test/ subdirectory
src/Makefile.audacious.am:
* Install libvgmstream into the library directory
* Removed GCC-specific flag from AM_CFLAGS
* No need to include CFLAGS in AM_CFLAGS, as the former is already
included in the compiler invocation
* Add libvgmstream dependencies via LIBADD instead of global LIBS var
test/Makefile.audacious.am:
* New makefile template for test/ subdirectory
unbootstrap:
* Also remove "compile" script from bootstrap
The layout was designed to do subframe deinterleave (when
less-than-a-frame bytes of each channel are interleaved) in an array and
pass it to "mem" decoders.
In practice this only happens in a handful of formats, was only used
with DSP, and since making "mem" decoders is required it's simpler to
make normal decoders handling the byte layout directly.
In an effort to simplify vgmstream's layouts, code, and other esoteric
features I changed the old decode_ngc_dsp_mem for decode_ngc_dsp_subint;
results are byte-exact.
EACS was just DVI (high nibble first) with stereo and mono modes, while
old DVI was mono only.
This unifies both decoders, so DVI_IMA (not interleaved) works with mono
and stereo while DVI_IMA_int (interleaved) forces mono.
Some metas needed to explicitly set DVI_IMA_int but others work with no
change.
EA's MT/MicroTalk is not the early version of EAXA as I thought, but a
rarely used VBR codec (ex. FIFA 2001/2002 PS2) seemingly related to
Westwood VBR ADPCM
* tested most variations using EA's tools
* added looping [Need for Speed II PC]
* added DSP support [3DS games]
* fixed PCM/EAXA/MT in some cases [PS2/GC/XBOX/Wii games]
* fixed sample rate/codec defaults, num_samples in some cases
* documented more header patches and other details (ex. "EA ADPCM" is
now EA MT/MicroTalk, as per EA's tools)
* (dev) some internals adapted for EA stuff
Unlike mono HPS, the format never included support for more than 2 channels, as far as I know.
By adding additional channel headers and data to each block, we can unofficially extend the container to support more than 2 channels.