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718112a8fe
Currently none of these is being used, but eventually they will, once more code gets ported over. So it's better to have them right away and avoid editing the project file too much, only to revert that later.
50 lines
1.2 KiB
C++
50 lines
1.2 KiB
C++
// Combination of Fir_Resampler and Blip_Buffer mixing. Used by Sega FM emulators.
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// Game_Music_Emu https://bitbucket.org/mpyne/game-music-emu/
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#ifndef DUAL_RESAMPLER_H
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#define DUAL_RESAMPLER_H
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#include "Fir_Resampler.h"
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#include "Blip_Buffer.h"
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class Dual_Resampler {
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public:
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Dual_Resampler();
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virtual ~Dual_Resampler();
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typedef short dsample_t;
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double setup( double oversample, double rolloff, double gain );
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blargg_err_t reset( int max_pairs );
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void resize( int pairs_per_frame );
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void clear();
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void dual_play( long count, dsample_t* out, Blip_Buffer& );
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protected:
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virtual int play_frame( blip_time_t, int pcm_count, dsample_t* pcm_out ) = 0;
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private:
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blargg_vector<dsample_t> sample_buf;
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int sample_buf_size;
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int oversamples_per_frame;
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int buf_pos;
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int resampler_size;
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Fir_Resampler<12> resampler;
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void mix_samples( Blip_Buffer&, dsample_t* );
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void play_frame_( Blip_Buffer&, dsample_t* );
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};
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inline double Dual_Resampler::setup( double oversample, double rolloff, double gain )
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{
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return resampler.time_ratio( oversample, rolloff, gain * 0.5 );
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}
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inline void Dual_Resampler::clear()
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{
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buf_pos = sample_buf_size;
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resampler.clear();
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}
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#endif
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