Fix clipping crackles in Super Real Darwin (and possibly other games) when interpolation = 3
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@ -224,8 +224,10 @@ static void YM2203UpdateResample(INT16* pSoundBuf, INT32 nSegmentEnd)
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nTotalRightSample = BURN_SND_CLIP(nTotalRightSample);
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if (bYM2203AddSignal) {
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pSoundBuf[i + 0] += nTotalLeftSample;
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pSoundBuf[i + 1] += nTotalRightSample;
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//pSoundBuf[i + 0] += nTotalLeftSample;
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//pSoundBuf[i + 1] += nTotalRightSample;
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pSoundBuf[i + 0] = BURN_SND_CLIP(pSoundBuf[i + 0] + nTotalLeftSample);
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pSoundBuf[i + 1] = BURN_SND_CLIP(pSoundBuf[i + 1] + nTotalRightSample);
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} else {
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pSoundBuf[i + 0] = nTotalLeftSample;
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pSoundBuf[i + 1] = nTotalRightSample;
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@ -395,8 +395,10 @@ static void YM3812UpdateResample(INT16* pSoundBuf, INT32 nSegmentEnd)
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nTotalRightSample = BURN_SND_CLIP(nTotalRightSample);
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if (bYM3812AddSignal) {
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pSoundBuf[i + 0] += nTotalLeftSample;
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pSoundBuf[i + 1] += nTotalRightSample;
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//pSoundBuf[i + 0] += nTotalLeftSample;
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//pSoundBuf[i + 1] += nTotalRightSample;
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pSoundBuf[i + 0] = BURN_SND_CLIP(pSoundBuf[i + 0] + nTotalLeftSample);
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pSoundBuf[i + 1] = BURN_SND_CLIP(pSoundBuf[i + 1] + nTotalRightSample);
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} else {
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pSoundBuf[i + 0] = nTotalLeftSample;
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pSoundBuf[i + 1] = nTotalRightSample;
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