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:
Chloe Marcec 2021-02-01 14:41:58 +11:00
parent 67d08f14af
commit 9fc7f60b94

View File

@ -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));
} }
} }