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https://github.com/yuzu-emu/yuzu-android.git
synced 2025-06-13 03:47:58 -05:00
audren: Make use of nodiscard, rework downmixing, release all buffers
Preliminary work for upmixing & general cleanup. Fixes basic issues in games such as Shovel Knight and slightly improves the LEGO games. Upmixing stitll needs to be implemented. Audio levels in a few games will be fixed as we now use the downmix coefficients when possible instead of supplying our own
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@ -39,13 +39,13 @@ public:
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void PreCommand();
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void PostCommand();
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s32* GetChannelMixBuffer(s32 channel);
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const s32* GetChannelMixBuffer(s32 channel) const;
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s32* GetMixBuffer(std::size_t index);
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const s32* GetMixBuffer(std::size_t index) const;
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std::size_t GetMixChannelBufferOffset(s32 channel) const;
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[[nodiscard]] s32* GetChannelMixBuffer(s32 channel);
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[[nodiscard]] const s32* GetChannelMixBuffer(s32 channel) const;
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[[nodiscard]] s32* GetMixBuffer(std::size_t index);
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[[nodiscard]] const s32* GetMixBuffer(std::size_t index) const;
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[[nodiscard]] std::size_t GetMixChannelBufferOffset(s32 channel) const;
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std::size_t GetTotalMixBufferCount() const;
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[[nodiscard]] std::size_t GetTotalMixBufferCount() const;
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private:
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void GenerateDataSourceCommand(ServerVoiceInfo& voice_info, VoiceState& dsp_state, s32 channel);
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@ -73,7 +73,7 @@ private:
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void GenerateI3dl2ReverbEffectCommand(s32 mix_buffer_offset, EffectBase* info, bool enabled);
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void GenerateBiquadFilterEffectCommand(s32 mix_buffer_offset, EffectBase* info, bool enabled);
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void GenerateAuxCommand(s32 mix_buffer_offset, EffectBase* info, bool enabled);
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ServerSplitterDestinationData* GetDestinationData(s32 splitter_id, s32 index);
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[[nodiscard]] ServerSplitterDestinationData* GetDestinationData(s32 splitter_id, s32 index);
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s32 WriteAuxBuffer(AuxInfoDSP& dsp_info, VAddr send_buffer, u32 max_samples, const s32* data,
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u32 sample_count, u32 write_offset, u32 write_count);
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