amadeus: Fix limiter correctness (#3126)
This fixes missing audio on Nintendo Switch Sports Online Play Test.
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@ -100,9 +100,11 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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{
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for (int sampleIndex = 0; sampleIndex < context.SampleCount; sampleIndex++)
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for (int sampleIndex = 0; sampleIndex < context.SampleCount; sampleIndex++)
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{
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{
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float inputSample = *((float*)inputBuffers[channelIndex] + sampleIndex);
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float rawInputSample = *((float*)inputBuffers[channelIndex] + sampleIndex);
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float sampleInputMax = Math.Abs(inputSample * Parameter.InputGain);
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float inputSample = (rawInputSample / short.MaxValue) * Parameter.InputGain;
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float sampleInputMax = Math.Abs(inputSample);
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float inputCoefficient = Parameter.ReleaseCoefficient;
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float inputCoefficient = Parameter.ReleaseCoefficient;
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@ -131,7 +133,9 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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ref float delayedSample = ref state.DelayedSampleBuffer[channelIndex * Parameter.DelayBufferSampleCountMax + state.DelayedSampleBufferPosition[channelIndex]];
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ref float delayedSample = ref state.DelayedSampleBuffer[channelIndex * Parameter.DelayBufferSampleCountMax + state.DelayedSampleBufferPosition[channelIndex]];
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*((float*)outputBuffers[channelIndex] + sampleIndex) = delayedSample * state.CompressionGain[channelIndex] * Parameter.OutputGain;
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float outputSample = delayedSample * state.CompressionGain[channelIndex] * Parameter.OutputGain;
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*((float*)outputBuffers[channelIndex] + sampleIndex) = outputSample * short.MaxValue;
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delayedSample = inputSample;
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delayedSample = inputSample;
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@ -111,9 +111,11 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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{
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for (int sampleIndex = 0; sampleIndex < context.SampleCount; sampleIndex++)
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for (int sampleIndex = 0; sampleIndex < context.SampleCount; sampleIndex++)
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{
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{
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float inputSample = *((float*)inputBuffers[channelIndex] + sampleIndex);
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float rawInputSample = *((float*)inputBuffers[channelIndex] + sampleIndex);
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float sampleInputMax = Math.Abs(inputSample * Parameter.InputGain);
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float inputSample = (rawInputSample / short.MaxValue) * Parameter.InputGain;
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float sampleInputMax = Math.Abs(inputSample);
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float inputCoefficient = Parameter.ReleaseCoefficient;
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float inputCoefficient = Parameter.ReleaseCoefficient;
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@ -142,7 +144,9 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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ref float delayedSample = ref state.DelayedSampleBuffer[channelIndex * Parameter.DelayBufferSampleCountMax + state.DelayedSampleBufferPosition[channelIndex]];
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ref float delayedSample = ref state.DelayedSampleBuffer[channelIndex * Parameter.DelayBufferSampleCountMax + state.DelayedSampleBufferPosition[channelIndex]];
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*((float*)outputBuffers[channelIndex] + sampleIndex) = delayedSample * state.CompressionGain[channelIndex] * Parameter.OutputGain;
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float outputSample = delayedSample * state.CompressionGain[channelIndex] * Parameter.OutputGain;
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*((float*)outputBuffers[channelIndex] + sampleIndex) = outputSample * short.MaxValue;
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delayedSample = inputSample;
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delayedSample = inputSample;
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@ -37,6 +37,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.State
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DectectorAverage.AsSpan().Fill(0.0f);
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DectectorAverage.AsSpan().Fill(0.0f);
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CompressionGain.AsSpan().Fill(1.0f);
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CompressionGain.AsSpan().Fill(1.0f);
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DelayedSampleBufferPosition.AsSpan().Fill(0);
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DelayedSampleBufferPosition.AsSpan().Fill(0);
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DelayedSampleBuffer.AsSpan().Fill(0.0f);
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UpdateParameter(ref parameter);
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UpdateParameter(ref parameter);
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}
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}
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@ -558,7 +558,16 @@ namespace Ryujinx.Audio.Renderer.Server
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if (_rendererContext.BehaviourContext.IsEffectInfoVersion2Supported())
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if (_rendererContext.BehaviourContext.IsEffectInfoVersion2Supported())
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{
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{
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Memory<EffectResultState> dspResultState = _effectContext.GetDspStateMemory(effectId);
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Memory<EffectResultState> dspResultState;
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if (effect.Parameter.StatisticsEnabled)
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{
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dspResultState = _effectContext.GetDspStateMemory(effectId);
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}
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else
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{
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dspResultState = Memory<EffectResultState>.Empty;
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}
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_commandBuffer.GenerateLimiterEffectVersion2(bufferOffset, effect.Parameter, effect.State, dspResultState, effect.IsEnabled, workBuffer, nodeId);
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_commandBuffer.GenerateLimiterEffectVersion2(bufferOffset, effect.Parameter, effect.State, dspResultState, effect.IsEnabled, workBuffer, nodeId);
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}
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}
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