in draft-mode use zero-order-hold interpolation instead of linear interpolation - fixes some issues with resampling, cleanups

git-svn-id: https://lmms.svn.sf.net/svnroot/lmms/trunk/lmms@961 0778d3d1-df1d-0410-868b-ea421aaaa00d
This commit is contained in:
Tobias Doerffel
2008-05-12 18:37:05 +00:00
parent 8cf16971b8
commit 298df38d09
5 changed files with 14 additions and 5 deletions

View File

@@ -57,7 +57,8 @@ bassBoosterControls::bassBoosterControls( bassBoosterEffect * _eff ) :
void bassBoosterControls::changeFrequency( void )
{
const sample_t fac = engine::getMixer()->processingSampleRate() / 44100;
const sample_t fac = engine::getMixer()->processingSampleRate() /
44100.0f;
m_effect->m_bbFX.leftFX().setFrequency( m_freqModel.value() * fac );
m_effect->m_bbFX.rightFX().setFrequency( m_freqModel.value() * fac );
}

View File

@@ -490,7 +490,7 @@ void sf2Instrument::play( bool _try_parallelizing,
src_data.data_out = _working_buffer[0];
src_data.input_frames = f;
src_data.output_frames = frames;
src_data.src_ratio = (float) frames / f;
src_data.src_ratio = (double) frames / f;
src_data.end_of_input = 0;
int error = src_process( m_srcState, &src_data );
delete[] tmp;