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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
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const auto channel_count = params.channel_count;
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const auto channel_count = params.channel_count;
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for (s32 i = 0; i < channel_count; i++) {
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for (s32 i = 0; i < channel_count; i++) {
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// TODO(ogniK): Actually implement reverb
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// TODO(ogniK): Actually implement reverb
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/*
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if (params.input[i] != params.output[i]) {
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if (params.input[i] != params.output[i]) {
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const auto* input = GetMixBuffer(mix_buffer_offset + params.input[i]);
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const auto* input = GetMixBuffer(mix_buffer_offset + params.input[i]);
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auto* output = GetMixBuffer(mix_buffer_offset + params.output[i]);
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auto* output = GetMixBuffer(mix_buffer_offset + params.output[i]);
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ApplyMix<1>(output, input, 32768, worker_params.sample_count);
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ApplyMix<1>(output, input, 32768, worker_params.sample_count);
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}
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}*/
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auto* output = GetMixBuffer(mix_buffer_offset + params.output[i]);
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std::memset(output, 0, worker_params.sample_count * sizeof(s32));
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}
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}
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}
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}
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