diff --git a/Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AX_Voice.h b/Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AX_Voice.h index f36f5760e7..a93f69fb2c 100644 --- a/Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AX_Voice.h +++ b/Source/Core/Core/Src/HW/DSPHLE/UCodes/UCode_AX_Voice.h @@ -293,8 +293,11 @@ u32 ResampleAudio(function 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 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