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
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		| @@ -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)); | ||||
|     } | ||||
| } | ||||
|  | ||||
|   | ||||
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