How do you do bicubic (or other non-linear) interpolation of re-sampled audio data?
My favorite resource for audio interpolating (especially in resampling applications) is Olli Niemitalo's "Elephant" paper.
I've used a couple of these and they sound terrific (much better than a straight cubic solution, which is relatively noisy). There are spline forms, Hermite forms, Watte, parabolic, etc. And they are discussed from an audio point-of-view. This is not just your typical naive polynomial fitting.
And code is included!
To decide which to use, you probably want to start with the table on page 60 which groups the algorithms into operator complexity (how many multiplies, and how many adds). Then choose among the best signal-to-noise solutions--use your ears as a guide to make the final choice. Note: Generally, the higher SNR, the better.
double InterpCubic(double x0, double x1, double x2, double x3, double t)
{
double a0, a1, a2, a3;
a0 = x3 - x2 - x0 + x1;
a1 = x0 - x1 - a0;
a2 = x2 - x0;
a3 = x1;
return a0*(t^3) + a1*(t^2) + a2*t + a3;
}
where x1 and x2 are the samples being interpolated between, x0 is x1's left neighbor, and x3 is x2's right neighbor. t is [0, 1], denoting the interpolation position between x1 and x2.
Honestly, cubic interpolation isn't generally much better for audio than linear. A simple suggestion for improving your linear interpolation would be to use an antialiasing filter (before or after the interpolation, depending on whether you are shortening the signal or lengthening it). Another option (though more computationally expensive) is sinc-interpolation, which can be done with very high quality.
We have released some simple, LGPL resampling code that can do both of these as part of WDL (see resample.h).
You're looking for polynomial interpolation. The idea is that you pick a number of known data points around the point you want to interpolate, compute an interpolated polynomial using the data points, and then find out the value of the polynomial and the interpolation point.
There are other methods. If you can stomach the math, look at signal reconstruction, or google for "signal interpolation".