amadeus: Fix limiter correctness (#3126)
This fixes missing audio on Nintendo Switch Sports Online Play Test.
This commit is contained in:
parent
7bfb5f79b8
commit
ab5d77c0c4
4 changed files with 25 additions and 7 deletions
|
@ -100,9 +100,11 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
|
||||||
{
|
{
|
||||||
for (int sampleIndex = 0; sampleIndex < context.SampleCount; sampleIndex++)
|
for (int sampleIndex = 0; sampleIndex < context.SampleCount; sampleIndex++)
|
||||||
{
|
{
|
||||||
float inputSample = *((float*)inputBuffers[channelIndex] + sampleIndex);
|
float rawInputSample = *((float*)inputBuffers[channelIndex] + sampleIndex);
|
||||||
|
|
||||||
float sampleInputMax = Math.Abs(inputSample * Parameter.InputGain);
|
float inputSample = (rawInputSample / short.MaxValue) * Parameter.InputGain;
|
||||||
|
|
||||||
|
float sampleInputMax = Math.Abs(inputSample);
|
||||||
|
|
||||||
float inputCoefficient = Parameter.ReleaseCoefficient;
|
float inputCoefficient = Parameter.ReleaseCoefficient;
|
||||||
|
|
||||||
|
@ -131,7 +133,9 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
|
||||||
|
|
||||||
ref float delayedSample = ref state.DelayedSampleBuffer[channelIndex * Parameter.DelayBufferSampleCountMax + state.DelayedSampleBufferPosition[channelIndex]];
|
ref float delayedSample = ref state.DelayedSampleBuffer[channelIndex * Parameter.DelayBufferSampleCountMax + state.DelayedSampleBufferPosition[channelIndex]];
|
||||||
|
|
||||||
*((float*)outputBuffers[channelIndex] + sampleIndex) = delayedSample * state.CompressionGain[channelIndex] * Parameter.OutputGain;
|
float outputSample = delayedSample * state.CompressionGain[channelIndex] * Parameter.OutputGain;
|
||||||
|
|
||||||
|
*((float*)outputBuffers[channelIndex] + sampleIndex) = outputSample * short.MaxValue;
|
||||||
|
|
||||||
delayedSample = inputSample;
|
delayedSample = inputSample;
|
||||||
|
|
||||||
|
|
|
@ -111,9 +111,11 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
|
||||||
{
|
{
|
||||||
for (int sampleIndex = 0; sampleIndex < context.SampleCount; sampleIndex++)
|
for (int sampleIndex = 0; sampleIndex < context.SampleCount; sampleIndex++)
|
||||||
{
|
{
|
||||||
float inputSample = *((float*)inputBuffers[channelIndex] + sampleIndex);
|
float rawInputSample = *((float*)inputBuffers[channelIndex] + sampleIndex);
|
||||||
|
|
||||||
float sampleInputMax = Math.Abs(inputSample * Parameter.InputGain);
|
float inputSample = (rawInputSample / short.MaxValue) * Parameter.InputGain;
|
||||||
|
|
||||||
|
float sampleInputMax = Math.Abs(inputSample);
|
||||||
|
|
||||||
float inputCoefficient = Parameter.ReleaseCoefficient;
|
float inputCoefficient = Parameter.ReleaseCoefficient;
|
||||||
|
|
||||||
|
@ -142,7 +144,9 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
|
||||||
|
|
||||||
ref float delayedSample = ref state.DelayedSampleBuffer[channelIndex * Parameter.DelayBufferSampleCountMax + state.DelayedSampleBufferPosition[channelIndex]];
|
ref float delayedSample = ref state.DelayedSampleBuffer[channelIndex * Parameter.DelayBufferSampleCountMax + state.DelayedSampleBufferPosition[channelIndex]];
|
||||||
|
|
||||||
*((float*)outputBuffers[channelIndex] + sampleIndex) = delayedSample * state.CompressionGain[channelIndex] * Parameter.OutputGain;
|
float outputSample = delayedSample * state.CompressionGain[channelIndex] * Parameter.OutputGain;
|
||||||
|
|
||||||
|
*((float*)outputBuffers[channelIndex] + sampleIndex) = outputSample * short.MaxValue;
|
||||||
|
|
||||||
delayedSample = inputSample;
|
delayedSample = inputSample;
|
||||||
|
|
||||||
|
|
|
@ -37,6 +37,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.State
|
||||||
DectectorAverage.AsSpan().Fill(0.0f);
|
DectectorAverage.AsSpan().Fill(0.0f);
|
||||||
CompressionGain.AsSpan().Fill(1.0f);
|
CompressionGain.AsSpan().Fill(1.0f);
|
||||||
DelayedSampleBufferPosition.AsSpan().Fill(0);
|
DelayedSampleBufferPosition.AsSpan().Fill(0);
|
||||||
|
DelayedSampleBuffer.AsSpan().Fill(0.0f);
|
||||||
|
|
||||||
UpdateParameter(ref parameter);
|
UpdateParameter(ref parameter);
|
||||||
}
|
}
|
||||||
|
|
|
@ -558,7 +558,16 @@ namespace Ryujinx.Audio.Renderer.Server
|
||||||
|
|
||||||
if (_rendererContext.BehaviourContext.IsEffectInfoVersion2Supported())
|
if (_rendererContext.BehaviourContext.IsEffectInfoVersion2Supported())
|
||||||
{
|
{
|
||||||
Memory<EffectResultState> dspResultState = _effectContext.GetDspStateMemory(effectId);
|
Memory<EffectResultState> dspResultState;
|
||||||
|
|
||||||
|
if (effect.Parameter.StatisticsEnabled)
|
||||||
|
{
|
||||||
|
dspResultState = _effectContext.GetDspStateMemory(effectId);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
dspResultState = Memory<EffectResultState>.Empty;
|
||||||
|
}
|
||||||
|
|
||||||
_commandBuffer.GenerateLimiterEffectVersion2(bufferOffset, effect.Parameter, effect.State, dspResultState, effect.IsEnabled, workBuffer, nodeId);
|
_commandBuffer.GenerateLimiterEffectVersion2(bufferOffset, effect.Parameter, effect.State, dspResultState, effect.IsEnabled, workBuffer, nodeId);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue