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