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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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parent
86f47b8333
commit
cdbe568620
43 changed files with 763 additions and 602 deletions
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@ -8,23 +8,28 @@ 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.MixRamp;
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public uint EstimatedProcessingTime { get; set; }
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public ushort InputBufferIndex { get; }
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public ushort OutputBufferIndex { get; }
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public ushort InputBufferIndex { get; private set; }
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public ushort OutputBufferIndex { get; private set; }
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public float Volume0 { get; }
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public float Volume1 { get; }
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public float Volume0 { get; private set; }
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public float Volume1 { get; private set; }
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public Memory<VoiceState> State { get; }
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public Memory<VoiceState> State { get; private set; }
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public int LastSampleIndex { get; }
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public int LastSampleIndex { get; private set; }
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public MixRampCommand(float volume0, float volume1, uint inputBufferIndex, uint outputBufferIndex, int lastSampleIndex, Memory<VoiceState> state, int nodeId)
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public MixRampCommand()
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{
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}
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public MixRampCommand Initialize(float volume0, float volume1, uint inputBufferIndex, uint outputBufferIndex, int lastSampleIndex, Memory<VoiceState> state, int nodeId)
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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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State = state;
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LastSampleIndex = lastSampleIndex;
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return this;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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