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amadeus: Fix wrong channel mapping check and an old typo (#4888)
* amadeus: Fix wrong channel mapping check This was always going to happens, as a result quadratic would break and move index after the channel count point, effectively breaking input/output indices. * amadeus: Fix reverb 3d early delay wrong output index
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4 changed files with 11 additions and 11 deletions
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@ -430,9 +430,9 @@ namespace Ryujinx.Audio.Renderer.Dsp
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void RemapLegacyChannelEffectMappingToChannelResourceMapping(bool isSupported, Span<ushort> bufferIndices)
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public static void RemapLegacyChannelEffectMappingToChannelResourceMapping(bool isSupported, Span<ushort> bufferIndices, uint channelCount)
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{
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if (!isSupported && bufferIndices.Length == 6)
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if (!isSupported && channelCount == 6)
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{
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ushort backLeft = bufferIndices[2];
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ushort backRight = bufferIndices[3];
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@ -447,9 +447,9 @@ namespace Ryujinx.Audio.Renderer.Dsp
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void RemapChannelResourceMappingToLegacy(bool isSupported, Span<ushort> bufferIndices)
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public static void RemapChannelResourceMappingToLegacy(bool isSupported, Span<ushort> bufferIndices, uint channelCount)
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{
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if (isSupported && bufferIndices.Length == 6)
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if (isSupported && channelCount == 6)
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{
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ushort frontCenter = bufferIndices[2];
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ushort lowFrequency = bufferIndices[3];
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