This is almost certainly closer to how the actual Nintendo players work, and fixes some output pops in files with blank ADPC/SEEK tables (like those from brawlcustommusic). --- libavcodec/adpcm.c | 21 +++++++++++++++++---- 1 file changed, 17 insertions(+), 4 deletions(-)
diff --git a/libavcodec/adpcm.c b/libavcodec/adpcm.c index 94b4de1..c6ca880 100644 --- a/libavcodec/adpcm.c +++ b/libavcodec/adpcm.c @@ -86,6 +86,7 @@ static const int swf_index_tables[4][16] = { typedef struct ADPCMDecodeContext { ADPCMChannelStatus status[10]; int vqa_version; /**< VQA version. Used for ADPCM_IMA_WS */ + int has_status; } ADPCMDecodeContext; static av_cold int adpcm_decode_init(AVCodecContext * avctx) @@ -1455,10 +1456,15 @@ static int adpcm_decode_frame(AVCodecContext *avctx, void *data, for (n = 0; n < 16; n++) table[i][n] = THP_GET16(gb); - /* Initialize the previous sample. */ - for (i = 0; i < avctx->channels; i++) { - c->status[i].sample1 = THP_GET16(gb); - c->status[i].sample2 = THP_GET16(gb); + if (!c->has_status) { + /* Initialize the previous sample. */ + for (i = 0; i < avctx->channels; i++) { + c->status[i].sample1 = THP_GET16(gb); + c->status[i].sample2 = THP_GET16(gb); + } + c->has_status = 1; + } else { + bytestream2_skip(&gb, avctx->channels * 4); } } @@ -1562,6 +1568,12 @@ static int adpcm_decode_frame(AVCodecContext *avctx, void *data, return bytestream2_tell(&gb); } +static void adpcm_flush(AVCodecContext *avctx) +{ + ADPCMDecodeContext *c = avctx->priv_data; + c->has_status = 0; +} + static const enum AVSampleFormat sample_fmts_s16[] = { AV_SAMPLE_FMT_S16, AV_SAMPLE_FMT_NONE }; @@ -1580,6 +1592,7 @@ AVCodec ff_ ## name_ ## _decoder = { \ .priv_data_size = sizeof(ADPCMDecodeContext), \ .init = adpcm_decode_init, \ .decode = adpcm_decode_frame, \ + .flush = adpcm_flush, \ .capabilities = CODEC_CAP_DR1, \ .sample_fmts = sample_fmts_, \ } -- 2.4.1 _______________________________________________ ffmpeg-devel mailing list ffmpeg-devel@ffmpeg.org http://ffmpeg.org/mailman/listinfo/ffmpeg-devel