Ah, okay. I'll see what I can do now that I remembered that editor at the last minute, heh. Surprising that nobody has leaked the old SDK in an obvious way...
EDIT: Okay, here's a patch which changes the decompression to match what BLASTER Master is doing, and since it may access the data tables in an unsafe way, I threw in some assertion checks, but it seems fine so far... Perhaps it could use some optimization, or perhaps the original code was close to doing what this does, but at least the output is now consistent.
Gee, I hope I didn't just disassemble Mr. Maddox's hard work and not just Creative's SDK...
EDIT again: Haha, didn't know Duke Nukem 2 used that until I browsed around here and there yesterday, I wondered why its sound was so iffy on random implementations. (Yet, my original Packard Bell sound card / 14.4 modem managed to support that perfectly, even though Jim Dose's sound system (in Rise of the Triad and most Build engine games from 3D Realms) managed to hard lock it at frequencies over ~14KHz or something...)