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audio_core: Preserve front channel volume after 6 to 2 downmix
Many games report 6 channel output while only providing data for 2. We only output 2-channel audio regardless, and in the downmixing, front left/right only provide 36% of their volume. This is done assuming all of the other channels also contain valid data, but in many games they don't. This PR alters the downmixing to preserve front left/right, so volume is not lost. This improves volume in Link's Awakening, New Super Mario Bros U, Disgaea 6, Super Kirby Clash.
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@ -29,10 +29,9 @@ namespace {
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(static_cast<float>(r_channel) * r_mix_amount)));
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}
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[[nodiscard]] static constexpr std::tuple<s16, s16> Mix6To2(s16 fl_channel, s16 fr_channel,
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s16 fc_channel,
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[[maybe_unused]] s16 lf_channel,
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s16 bl_channel, s16 br_channel) {
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[[maybe_unused, nodiscard]] static constexpr std::tuple<s16, s16> Mix6To2(
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s16 fl_channel, s16 fr_channel, s16 fc_channel, [[maybe_unused]] s16 lf_channel, s16 bl_channel,
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s16 br_channel) {
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// Front channels are mixed 36.94%, Center channels are mixed to be 26.12% & the back channels
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// are mixed to be 36.94%
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@ -57,11 +56,11 @@ namespace {
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const std::array<float_le, 4>& coeff) {
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const auto left =
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static_cast<float>(fl_channel) * coeff[0] + static_cast<float>(fc_channel) * coeff[1] +
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static_cast<float>(lf_channel) * coeff[2] + static_cast<float>(bl_channel) * coeff[0];
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static_cast<float>(lf_channel) * coeff[2] + static_cast<float>(bl_channel) * coeff[3];
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const auto right =
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static_cast<float>(fr_channel) * coeff[0] + static_cast<float>(fc_channel) * coeff[1] +
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static_cast<float>(lf_channel) * coeff[2] + static_cast<float>(br_channel) * coeff[0];
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static_cast<float>(lf_channel) * coeff[2] + static_cast<float>(br_channel) * coeff[3];
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return {ClampToS16(static_cast<s32>(left)), ClampToS16(static_cast<s32>(right))};
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}
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@ -241,7 +240,7 @@ void AudioRenderer::QueueMixedBuffer(Buffer::Tag tag) {
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const auto channel_count = buffer_offsets.size();
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const auto& final_mix = mix_context.GetFinalMixInfo();
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const auto& in_params = final_mix.GetInParams();
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std::vector<s32*> mix_buffers(channel_count);
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std::vector<std::span<s32>> mix_buffers(channel_count);
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for (std::size_t i = 0; i < channel_count; i++) {
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mix_buffers[i] =
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command_generator.GetMixBuffer(in_params.buffer_offset + buffer_offsets[i]);
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@ -294,18 +293,11 @@ void AudioRenderer::QueueMixedBuffer(Buffer::Tag tag) {
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buffer[i * stream_channel_count + 0] = Mix2To1(fl_sample, fr_sample);
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} else if (stream_channel_count == 2) {
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// Mix all channels into 2 channels
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if (sink_context.HasDownMixingCoefficients()) {
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const auto [left, right] = Mix6To2WithCoefficients(
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fl_sample, fr_sample, fc_sample, lf_sample, bl_sample, br_sample,
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sink_context.GetDownmixCoefficients());
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buffer[i * stream_channel_count + 0] = left;
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buffer[i * stream_channel_count + 1] = right;
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} else {
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const auto [left, right] = Mix6To2(fl_sample, fr_sample, fc_sample,
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lf_sample, bl_sample, br_sample);
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buffer[i * stream_channel_count + 0] = left;
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buffer[i * stream_channel_count + 1] = right;
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}
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const auto [left, right] = Mix6To2WithCoefficients(
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fl_sample, fr_sample, fc_sample, lf_sample, bl_sample, br_sample,
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sink_context.GetDownmixCoefficients());
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buffer[i * stream_channel_count + 0] = left;
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buffer[i * stream_channel_count + 1] = right;
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} else if (stream_channel_count == 6) {
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// Pass through
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buffer[i * stream_channel_count + 0] = fl_sample;
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