On 8/12/2024 2:55 PM, Andreas Rheinhardt wrote:
James Almer:
Fixes ticket #11133
Signed-off-by: James Almer <jamr...@gmail.com>
---
libavcodec/adpcm.c | 5 ++++-
1 file changed, 4 insertions(+), 1 deletion(-)
diff --git a/libavcodec/adpcm.c b/libavcodec/adpcm.c
index 8d358bc414..623d33fd02 100644
--- a/libavcodec/adpcm.c
+++ b/libavcodec/adpcm.c
@@ -276,6 +276,9 @@ static av_cold int adpcm_decode_init(AVCodecContext * avctx)
return AVERROR_PATCHWELCOME;
}
break;
+ case AV_CODEC_ID_ADPCM_DTK:
+ min_channels = 2;
+ break;
case AV_CODEC_ID_ADPCM_PSX:
max_channels = 8;
if (avctx->ch_layout.nb_channels <= 0 ||
@@ -1047,7 +1050,7 @@ static int get_nb_samples(AVCodecContext *avctx,
GetByteContext *gb,
break;
case AV_CODEC_ID_ADPCM_DTK:
case AV_CODEC_ID_ADPCM_PSX:
- nb_samples = buf_size / (16 * ch) * 28;
+ nb_samples = buf_size / 32 * 28;
This also changes AV_CODEC_ID_ADPCM_PSX; given that its max_channels is
8, this does not seem intended.
Will fix.
break;
case AV_CODEC_ID_ADPCM_ARGO:
nb_samples = buf_size / avctx->block_align * 32;
Who says that adpcm_dtk is stereo-only?
It's an audio format only used in a bunch of GameCube games, and nothing
but stereo samples exist of it.
The frames also have a header with per-channel information, and it's
always for two.
- Andreas
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