mirror of
https://github.com/snesrev/zelda3.git
synced 2025-12-25 02:14:49 -05:00
Better location rounding in resample code
This commit is contained in:
@@ -637,7 +637,7 @@ void dsp_write(Dsp *dsp, uint8_t adr, uint8_t val) {
|
||||
void dsp_getSamples(Dsp* dsp, int16_t* sampleData, int samplesPerFrame, int numChannels) {
|
||||
// resample from 534 samples per frame to wanted value
|
||||
float adder = 534.0 / samplesPerFrame;
|
||||
float location = 0.0;
|
||||
float location = 0.5f;
|
||||
|
||||
if (numChannels == 1) {
|
||||
for (int i = 0; i < samplesPerFrame; i++) {
|
||||
|
||||
Reference in New Issue
Block a user