As a non maths-pro, I'm looking for some pointers.
I am rewriting the audio core in my emulator to improve accuracy, and am getting a bit stuck on the specifics of the technique.
I am trying to resample a sample buffer of 4,466 samples, at a sample rate of 223,807.5 Hz (from a simulated Yamaha SN76489), to a sample buffer of 880 samples at a sample rate of 44,100 Hz, which can then be output to a sound card.
Now from what I understand, as the ratio between 44,100 and 223,807.5 Hz is 5.075, I need to turn this into a fraction, which works out as 203/40, and then interpolate by the denominator (leaving 0 samples inbetween), run a low-pass filter, and then decimate by the numerator, giving me my 880 samples of 44,100 Hz output.
(1) Am I along the right lines here? Before I was just downsampling by a straight 5 (i.e. missing out 4 of every 5 samples) and whilst it worked well enough, some notes are slightly out of key in some games, and there is aliasing. Is this new approach correct?
(2) Also, I am not sure what would do the trick in terms of a low-pass filter. I found the following pseudocode on wikipedia that seems to fit the bill:
// Return RC low-pass filter output samples, given input samples,
// time interval dt, and time constant RC
function lowpass(real[0..n] x, real dt, real RC)
var real[0..n] y
var real α := dt / (RC + dt)
y[0] := x[0]
for i from 1 to n
y[i] := α * x[i] + (1-α) * y[i-1]
return y
But I have no idea how to get RC and dt - what are these in relation to the filter I wish to achieve? As I don't know how to select suitable values here, the output signal is heavily garbled at the moment. If a better/more understandable formula is available then by all means suggest it. Sorry for the newbish question and I hope this is the right place for it. Thanks :-)