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-rw-r--r--src/audio_core/algorithm/interpolate.h43
1 files changed, 0 insertions, 43 deletions
diff --git a/src/audio_core/algorithm/interpolate.h b/src/audio_core/algorithm/interpolate.h
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index 5e59f4d70..000000000
--- a/src/audio_core/algorithm/interpolate.h
+++ /dev/null
@@ -1,43 +0,0 @@
-// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
-// SPDX-License-Identifier: GPL-2.0-or-later
-
-#pragma once
-
-#include <array>
-#include <vector>
-
-#include "common/common_types.h"
-
-namespace AudioCore {
-
-struct InterpolationState {
- static constexpr std::size_t taps{4};
- static constexpr std::size_t history_size{taps * 2 - 1};
- std::array<std::array<s16, 2>, history_size> history{};
- double position{};
- s32 fraction{};
-};
-
-/// Interpolates input signal to produce output signal.
-/// @param input The signal to interpolate.
-/// @param ratio Interpolation ratio.
-/// ratio > 1.0 results in fewer output samples.
-/// ratio < 1.0 results in more output samples.
-/// @returns Output signal.
-std::vector<s16> Interpolate(InterpolationState& state, std::vector<s16> input, double ratio);
-
-/// Interpolates input signal to produce output signal.
-/// @param input The signal to interpolate.
-/// @param input_rate The sample rate of input.
-/// @param output_rate The desired sample rate of the output.
-/// @returns Output signal.
-inline std::vector<s16> Interpolate(InterpolationState& state, std::vector<s16> input,
- u32 input_rate, u32 output_rate) {
- const double ratio = static_cast<double>(input_rate) / static_cast<double>(output_rate);
- return Interpolate(state, std::move(input), ratio);
-}
-
-/// Nintendo Switchs DSP resampling algorithm. Based on a single channel
-void Resample(s32* output, const s32* input, s32 pitch, s32& fraction, std::size_t sample_count);
-
-} // namespace AudioCore