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

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