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14<h1 align="left">axvpb.pb.adpcmLoop</h1>
15
16<h2>Syntax</h2>
17<dl><dd><pre class="construction">
18typedef struct _AXPBADPCMLOOP
19{
20    u16 loop_pred_scale;    // predictor / scale combination (nibbles, as in hardware)
21    u16 loop_yn1;           // y[n - 1]
22    u16 loop_yn2;           // y[n - 2]
23
24
25} AXPBADPCMLOOP;
26</pre></dd></dl>
27
28<h2>Description</h2>
29<p>The <SPAN class="argument">adpcmLoop</SPAN> member specifies the ADPCM decoder context for the loop point in a given sample. These values are generated by the Nintendo&nbsp;Revolution DSP-ADPCM encoder tool, and must be written into these parameters by the user audio application. When the DSP streaming cache reaches the end address of a sample and resets itself to the loop-start position, these values will be programmed into the ADPCM decoder hardware. If the sample is either 16-bit or 8-bit PCM, then these values must be initialized to zero by the user audio application.</p>
30
31<p>Assert the <code>AX_SYNC_USER_ADPCMLOOP</code> in the <code>axvpb.sync</code> member when the loop context has changed.</p>
32
33<h2>See Also</h2>
34<p class="reference">
35<a href="../Voice_Parameter_Blocks/sync.html">axvpb.sync</a>, <a href="../Voice_Parameters/AXSetVoiceAdpcmLoop.html">AXSetVoiceAdpcmLoop</a>
36</p>
37
38<h2>Revision History</h2>
39<P>
402006/03/01 Initial version.<BR>
41</P>
42
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