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
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@@ -57,7 +57,8 @@ bassBoosterControls::bassBoosterControls( bassBoosterEffect * _eff ) :
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void bassBoosterControls::changeFrequency( void )
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{
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const sample_t fac = engine::getMixer()->processingSampleRate() / 44100;
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const sample_t fac = engine::getMixer()->processingSampleRate() /
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44100.0f;
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m_effect->m_bbFX.leftFX().setFrequency( m_freqModel.value() * fac );
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m_effect->m_bbFX.rightFX().setFrequency( m_freqModel.value() * fac );
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}
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@@ -490,7 +490,7 @@ void sf2Instrument::play( bool _try_parallelizing,
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src_data.data_out = _working_buffer[0];
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src_data.input_frames = f;
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src_data.output_frames = frames;
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src_data.src_ratio = (float) frames / f;
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src_data.src_ratio = (double) frames / f;
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src_data.end_of_input = 0;
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int error = src_process( m_srcState, &src_data );
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delete[] tmp;
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