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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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f34ab9f043
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43 changed files with 763 additions and 602 deletions
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@ -10,22 +10,27 @@ 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.DeviceSink;
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public uint EstimatedProcessingTime { get; set; }
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public string DeviceName { get; }
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public string DeviceName { get; private set; }
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public int SessionId { get; }
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public int SessionId { get; private set; }
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public uint InputCount { get; }
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public ushort[] InputBufferIndices { get; }
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public uint InputCount { get; private set; }
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public ushort[] InputBufferIndices { get; private set; }
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public Memory<float> Buffers { get; }
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public Memory<float> Buffers { get; private set; }
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public DeviceSinkCommand(uint bufferOffset, DeviceSink sink, int sessionId, Memory<float> buffers, int nodeId)
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public DeviceSinkCommand()
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{
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}
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public DeviceSinkCommand Initialize(uint bufferOffset, DeviceSink sink, int sessionId, Memory<float> buffers, int nodeId)
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{
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Enabled = true;
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NodeId = nodeId;
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@ -50,6 +55,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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Buffers = buffers;
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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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