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by plpl3000 at 8:59 PM EST on January 16, 2017
@bnnm thanks,but play dq BGM_1054.cafe.scd files foobar crashes,Some scd files does not work.

Samples
http://www41.zippyshare.com/v/AzfE24jv/file.html
by plpl3000 at 9:06 PM EST on January 16, 2017
wiiu Romance of the Three Kingdoms 12 dsp files

Samples

http://www86.zippyshare.com/v/ot81cPQv/file.html

Thanks
by Kurausukun at 5:44 AM EST on January 17, 2017
Alright, I guess I'll make a post about this since it doesn't seem anyone is going to do anything about it. Currently, vgmstream calculates the loop-end samples from nibbles incorrectly in idsps and nus3banks. Moosehunter and I noticed this a bit back while looking at some other stuff. The takeaway is that the loop-end sample count ends up being 1 sample too much, so in the case that the idsp was truncated to the loop point, vgmstream won't actually loop it because it thinks the loop-end sample count is greater than the total amount of samples. I'm not sure if it's necessary or not, but I'll post the helper function from Moosehunter's library here that converts nibbles to samples:

public const int SamplesPerFrame = 14;
public const int NibblesPerFrame = 16;

int frames = nibble / NibblesPerFrame;
int extraNibbles = nibble % NibblesPerFrame;
int samples = SamplesPerFrame * frames;

return samples + extraNibbles - (extraNibbles != 0 ? 2 : 0);

edited 5:46 AM EST January 17, 2017
by kode54 at 1:52 PM EST on January 17, 2017
There was also a lovely regression due to changes like:

case some_case:
-case some_other_case:
- return some_value;
case some_unrelated_case:
case another_unrelated_case:
return wrong_value_for_some_case;

Happened with the same commit to both Xbox formats and NGC AFC.
by hcs at 2:28 PM EST on January 17, 2017
vgmstream has a function, dsp_nibbles_to_samples, which you can get by including coding.h, that does the calculation Kurausukun mentions.
by bnnm at 3:42 PM EST on January 17, 2017
Sorry for the regressions.
I do use a regression testing script, but I don't have all major formats in my test library yet.

@Kurausukun - You'll have to be a bit more specific because there are several "IDSP" variations.

@plpl3000 - I'll investigate why BGM_1054.cafe.scd crashes, but bingo.cafe.scd and WAVES_comon.cafe.scd are SFX packs, no support for those.
by Kurausukun at 5:48 PM EST on January 17, 2017
I'm not sure what you mean by IDSP variations; I was under the impression there was only one kind. I'm talking about the ones that Smash Wii U uses, if that helps. All I know is that loop start is at 0x50, loop end is at 0x54, and total length is at 0x54. If you need an example of what I'm talking about, I can make one real quick and upload it, but hopefully this clears it up.

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