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
This commit is contained in:
parent
67d08f14af
commit
9fc7f60b94
@ -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));
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user