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https://github.com/Ryujinx-NX/Ryujinx.git
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amadeus: Fix wrong channel mapping check and an old typo (#4888)
* amadeus: Fix wrong channel mapping check This was always going to happens, as a result quadratic would break and move index after the channel count point, effectively breaking input/output indices. * amadeus: Fix reverb 3d early delay wrong output index
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@ -49,8 +49,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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OutputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Output[i]);
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}
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DataSourceHelper.RemapLegacyChannelEffectMappingToChannelResourceMapping(newEffectChannelMappingSupported, InputBufferIndices);
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DataSourceHelper.RemapLegacyChannelEffectMappingToChannelResourceMapping(newEffectChannelMappingSupported, OutputBufferIndices);
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DataSourceHelper.RemapLegacyChannelEffectMappingToChannelResourceMapping(newEffectChannelMappingSupported, InputBufferIndices, Parameter.ChannelCount);
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DataSourceHelper.RemapLegacyChannelEffectMappingToChannelResourceMapping(newEffectChannelMappingSupported, OutputBufferIndices, Parameter.ChannelCount);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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@ -66,8 +66,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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// NOTE: We do the opposite as Nintendo here for now to restore previous behaviour
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// TODO: Update reverb 3d processing and remove this to use RemapLegacyChannelEffectMappingToChannelResourceMapping.
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices);
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices);
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices, Parameter.ChannelCount);
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices, Parameter.ChannelCount);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@ -116,7 +116,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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for (int i = 0; i < targetEarlyDelayLineIndicesTable.Length; i++)
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{
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int earlyDelayIndex = targetEarlyDelayLineIndicesTable[i];
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int outputIndex = outputEarlyIndicesTable[i];
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int outputIndex = outputEarlyIndicesTable[earlyDelayIndex];
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float tempTapOut = state.PreDelayLine.TapUnsafe(state.EarlyDelayTime[earlyDelayIndex], delayLineSampleIndexOffset);
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@ -71,8 +71,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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// NOTE: We do the opposite as Nintendo here for now to restore previous behaviour
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// TODO: Update reverb processing and remove this to use RemapLegacyChannelEffectMappingToChannelResourceMapping.
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices);
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices);
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices, Parameter.ChannelCount);
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices, Parameter.ChannelCount);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@ -430,9 +430,9 @@ namespace Ryujinx.Audio.Renderer.Dsp
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void RemapLegacyChannelEffectMappingToChannelResourceMapping(bool isSupported, Span<ushort> bufferIndices)
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public static void RemapLegacyChannelEffectMappingToChannelResourceMapping(bool isSupported, Span<ushort> bufferIndices, uint channelCount)
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{
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if (!isSupported && bufferIndices.Length == 6)
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if (!isSupported && channelCount == 6)
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{
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ushort backLeft = bufferIndices[2];
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ushort backRight = bufferIndices[3];
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@ -447,9 +447,9 @@ namespace Ryujinx.Audio.Renderer.Dsp
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void RemapChannelResourceMappingToLegacy(bool isSupported, Span<ushort> bufferIndices)
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public static void RemapChannelResourceMappingToLegacy(bool isSupported, Span<ushort> bufferIndices, uint channelCount)
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{
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if (isSupported && bufferIndices.Length == 6)
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if (isSupported && channelCount == 6)
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{
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ushort frontCenter = bufferIndices[2];
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ushort lowFrequency = bufferIndices[3];
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