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author | Chloe Marcec <dmarcecguzman@gmail.com> | 2021-02-01 14:41:58 +1100 |
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committer | Chloe Marcec <dmarcecguzman@gmail.com> | 2021-02-01 14:41:58 +1100 |
commit | 9fc7f60b9420b3c7cd111d277093cadd3fced9d3 (patch) | |
tree | 5c0cc889536737061628a30b3afd30fbf9a74838 /src | |
parent | 67d08f14af02c0bd2aa3008eaf0e399a4395b497 (diff) |
audren: Disable reverb for the time being
As this is causing issues in a few games, it's best to have it disabled until it's completely implemented
Diffstat (limited to 'src')
-rw-r--r-- | src/audio_core/command_generator.cpp | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/src/audio_core/command_generator.cpp b/src/audio_core/command_generator.cpp index a4a9a757d..5b1065520 100644 --- a/src/audio_core/command_generator.cpp +++ b/src/audio_core/command_generator.cpp @@ -383,11 +383,14 @@ void CommandGenerator::GenerateI3dl2ReverbEffectCommand(s32 mix_buffer_offset, E const auto channel_count = params.channel_count; for (s32 i = 0; i < channel_count; i++) { // TODO(ogniK): Actually implement reverb + /* if (params.input[i] != params.output[i]) { const auto* input = GetMixBuffer(mix_buffer_offset + params.input[i]); auto* output = GetMixBuffer(mix_buffer_offset + params.output[i]); ApplyMix<1>(output, input, 32768, worker_params.sample_count); - } + }*/ + auto* output = GetMixBuffer(mix_buffer_offset + params.output[i]); + std::memset(output, 0, worker_params.sample_count * sizeof(s32)); } } |