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DSPHLE: Do the resampling correctly for PCM16 and AFC. Added linear interpolation (that works, this time :P)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3764 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -166,7 +166,7 @@ private:
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// These are the only dynamically allocated things allowed in the ucode.
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s32* m_VoiceBuffer;
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s32* m_ResampleBuffer;
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s16* m_ResampleBuffer;
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s32* m_LeftBuffer;
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s32* m_RightBuffer;
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@ -237,11 +237,14 @@ private:
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void RenderSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
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void RenderSynth_RectWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
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void RenderSynth_SawWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
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void RenderVoice_PCM16(ZeldaVoicePB& PB, s32* _Buffer, int _Size);
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void RenderVoice_AFC(ZeldaVoicePB& PB, s32* _Buffer, int _Size);
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void RenderVoice_PCM16(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
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void RenderVoice_AFC(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
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void RenderVoice_Raw(ZeldaVoicePB& PB, s32* _Buffer, int _Size);
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void Resample(ZeldaVoicePB &PB, int size, s32 *in, s32 *out);
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void Resample(ZeldaVoicePB &PB, int size, s16 *in, s32 *out, bool do_resample = false);
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int ConvertRatio(int pb_ratio);
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int SizeForResampling(ZeldaVoicePB &PB, int size, int ratio);
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// Renders a voice and mixes it into LeftBuffer, RightBuffer
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void RenderAddVoice(ZeldaVoicePB& PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size);
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