2012/5/23 Alexander E. Patrakov :
> Due to this difference of latency there may be unaviodable clicks in
> games (sorry, no concrete example) that frequently switch from 3 to 4
> buffers and back. The FIR-based approach eliminates this effect,
> because there is no latency difference (or, because t
2012/5/22 Andrew Eikum :
> Thanks Alexander. Thoughts below...
>
> On Sat, May 19, 2012 at 09:09:35PM +0600, Alexander E. Patrakov wrote:
>> There are two ways to implement a high-performance resampler, and I
>> have prepared (conflicting, pick no more than one) patches for both:
>>
>> 1 (this patc
Thanks Alexander. Thoughts below...
On Sat, May 19, 2012 at 09:09:35PM +0600, Alexander E. Patrakov wrote:
> There are two ways to implement a high-performance resampler, and I
> have prepared (conflicting, pick no more than one) patches for both:
>
> 1 (this patch): Use a shorter FIR with the ex