godot/servers/audio/audio_rb_resampler.cpp

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/*  audio_rb_resampler.cpp                                                */
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#include "audio_rb_resampler.h"
#include "core/math/math_funcs.h"
#include "core/os/os.h"
#include "servers/audio_server.h"

int AudioRBResampler::get_channel_count() const {}

// Linear interpolation based sample rate conversion (low quality)
// Note that AudioStreamPlaybackResampled::mix has better algorithm,
// but it wasn't obvious to integrate that with VideoStreamPlayer
template <int C>
uint32_t AudioRBResampler::_resample(AudioFrame *p_dest, int p_todo, int32_t p_increment) {}

bool AudioRBResampler::mix(AudioFrame *p_dest, int p_frames) {}

int AudioRBResampler::get_num_of_ready_frames() {}

Error AudioRBResampler::setup(int p_channels, int p_src_mix_rate, int p_target_mix_rate, int p_buffer_msec, int p_minbuff_needed) {}

void AudioRBResampler::clear() {}

AudioRBResampler::AudioRBResampler() {}

AudioRBResampler::~AudioRBResampler() {}