audio effects fix and audio object pooling

Revert and reimplement Float BiquadFilterEffect support, fixes infinite load issues in a few games like Splatoon 3.

Fix incorrect string check with the new thread naming system.

Implement object pooling for all Audio Commands and a few other audio related objects and use a growing error list for updating wave buffers instead of always allocating space for 8 errors.
This commit is contained in:
LotP 2025-10-25 21:07:10 -05:00 committed by KeatonTheBot
parent 86f47b8333
commit cdbe568620
43 changed files with 763 additions and 602 deletions

View file

@ -3,6 +3,7 @@ using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Server.Voice;
using System;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Memory;
using WaveBuffer = Ryujinx.Audio.Renderer.Common.WaveBuffer;
namespace Ryujinx.Audio.Renderer.Dsp.Command
@ -11,35 +12,40 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public bool Enabled { get; set; }
public int NodeId { get; }
public int NodeId { get; private set; }
public CommandType CommandType { get; }
public CommandType CommandType { get; private set; }
public uint EstimatedProcessingTime { get; set; }
public ushort OutputBufferIndex { get; }
public uint SampleRate { get; }
public ushort OutputBufferIndex { get; private set; }
public uint SampleRate { get; private set; }
public float Pitch { get; }
public float Pitch { get; private set; }
public WaveBuffer[] WaveBuffers { get; }
public Memory<VoiceState> State { get; }
public Memory<VoiceState> State { get; private set; }
public ulong ExtraParameter { get; }
public ulong ExtraParameterSize { get; }
public ulong ExtraParameter { get; private set; }
public ulong ExtraParameterSize { get; private set; }
public uint ChannelIndex { get; }
public uint ChannelIndex { get; private set; }
public uint ChannelCount { get; }
public uint ChannelCount { get; private set; }
public DecodingBehaviour DecodingBehaviour { get; }
public DecodingBehaviour DecodingBehaviour { get; private set; }
public SampleFormat SampleFormat { get; }
public SampleFormat SampleFormat { get; private set; }
public SampleRateConversionQuality SrcQuality { get; }
public SampleRateConversionQuality SrcQuality { get; private set; }
public DataSourceVersion2Command(ref VoiceInfo serverInfo, Memory<VoiceState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId)
public DataSourceVersion2Command()
{
WaveBuffers = new WaveBuffer[Constants.VoiceWaveBufferCount];
}
public DataSourceVersion2Command Initialize(ref VoiceInfo serverInfo, Memory<VoiceState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId)
{
Enabled = true;
NodeId = nodeId;
@ -55,8 +61,6 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
Span<Server.Voice.WaveBuffer> waveBufferSpan = serverInfo.WaveBuffers.AsSpan();
WaveBuffers = new WaveBuffer[Constants.VoiceWaveBufferCount];
for (int i = 0; i < WaveBuffers.Length; i++)
{
ref Server.Voice.WaveBuffer voiceWaveBuffer = ref waveBufferSpan[i];
@ -72,6 +76,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
State = state;
DecodingBehaviour = serverInfo.DecodingBehaviour;
return this;
}
private static CommandType GetCommandTypeBySampleFormat(SampleFormat sampleFormat)