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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
Chloe Marcec 5 лет назад
Родитель
Сommit
9fc7f60b94
1 измененных файлов с 4 добавлено и 1 удалено
  1. 4 1
      src/audio_core/command_generator.cpp

+ 4 - 1
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;
     const auto channel_count = params.channel_count;
     for (s32 i = 0; i < channel_count; i++) {
     for (s32 i = 0; i < channel_count; i++) {
         // TODO(ogniK): Actually implement reverb
         // TODO(ogniK): Actually implement reverb
+        /*
         if (params.input[i] != params.output[i]) {
         if (params.input[i] != params.output[i]) {
             const auto* input = GetMixBuffer(mix_buffer_offset + params.input[i]);
             const auto* input = GetMixBuffer(mix_buffer_offset + params.input[i]);
             auto* output = GetMixBuffer(mix_buffer_offset + params.output[i]);
             auto* output = GetMixBuffer(mix_buffer_offset + params.output[i]);
             ApplyMix<1>(output, input, 32768, worker_params.sample_count);
             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));
     }
     }
 }
 }