audio_core: Preserve front channel volume after 6 to 2 downmix
Many games report 6 channel output while only providing data for 2. We only output 2-channel audio regardless, and in the downmixing, front left/right only provide 36% of their volume. This is done assuming all of the other channels also contain valid data, but in many games they don't. This PR alters the downmixing to preserve front left/right, so volume is not lost. This improves volume in Link's Awakening, New Super Mario Bros U, Disgaea 6, Super Kirby Clash.
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5 changed files with 81 additions and 75 deletions
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@ -84,7 +84,6 @@ public:
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[[nodiscard]] bool InUse() const;
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[[nodiscard]] std::vector<u8> OutputBuffers() const;
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[[nodiscard]] bool HasDownMixingCoefficients() const;
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[[nodiscard]] const DownmixCoefficients& GetDownmixCoefficients() const;
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private:
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@ -92,7 +91,6 @@ private:
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s32 use_count{};
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std::array<u8, AudioCommon::MAX_CHANNEL_COUNT> buffers{};
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std::size_t sink_count{};
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bool has_downmix_coefs{false};
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DownmixCoefficients downmix_coefficients{};
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};
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} // namespace AudioCore
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