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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.
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86f47b8333
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43 changed files with 763 additions and 602 deletions
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@ -7,21 +7,26 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public bool Enabled { get; set; }
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public int NodeId { get; }
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public int NodeId { get; private set; }
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public CommandType CommandType => CommandType.DepopForMixBuffers;
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public uint EstimatedProcessingTime { get; set; }
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public uint MixBufferOffset { get; }
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public uint MixBufferOffset { get; private set; }
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public uint MixBufferCount { get; }
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public uint MixBufferCount { get; private set; }
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public float Decay { get; }
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public float Decay { get; private set; }
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public Memory<float> DepopBuffer { get; }
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public Memory<float> DepopBuffer { get; private set; }
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public DepopForMixBuffersCommand(Memory<float> depopBuffer, uint bufferOffset, uint mixBufferCount, int nodeId, uint sampleRate)
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public DepopForMixBuffersCommand()
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{
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}
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public DepopForMixBuffersCommand Initialize(Memory<float> depopBuffer, uint bufferOffset, uint mixBufferCount, int nodeId, uint sampleRate)
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{
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Enabled = true;
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NodeId = nodeId;
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@ -37,6 +42,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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Decay = 0.943695f;
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}
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return this;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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