Disable the polyphase resampler - it causes audio glitches with non integer ratios

This commit is contained in:
Pierre Bourdon 2013-03-30 16:59:06 +01:00
parent 04f9c6793b
commit 79c0316243
1 changed files with 5 additions and 2 deletions

View File

@ -293,8 +293,11 @@ u32 ResampleAudio(function<s16(u32)> input_callback, s16* output, u32 count,
{
int read_samples_count = 0;
// TODO(delroth): find out why the polyphase resampling algorithm causes
// audio glitches in Wii games with non integral ratios.
// If DSP DROM coefficients are available, support polyphase resampling.
if (coeffs && srctype == SRCTYPE_POLYPHASE)
if (0) // if (coeffs && srctype == SRCTYPE_POLYPHASE)
{
s16 temp[4];
u32 idx = 0;
@ -331,7 +334,7 @@ u32 ResampleAudio(function<s16(u32)> input_callback, s16* output, u32 count,
last_samples[1] = temp[--idx & 3];
last_samples[0] = temp[--idx & 3];
}
else if (srctype == SRCTYPE_LINEAR || (!coeffs && srctype == SRCTYPE_POLYPHASE))
else if (srctype == SRCTYPE_LINEAR || srctype == SRCTYPE_POLYPHASE)
{
// This is the circular buffer containing samples to use for the
// interpolation. It is initialized with the values from the PB, and it