audren: Make use of nodiscard, rework downmixing, release all buffers
Preliminary work for upmixing & general cleanup. Fixes basic issues in games such as Shovel Knight and slightly improves the LEGO games. Upmixing stitll needs to be implemented. Audio levels in a few games will be fixed as we now use the downmix coefficients when possible instead of supplying our own
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13 changed files with 194 additions and 102 deletions
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@ -36,16 +36,10 @@ class Memory;
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}
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namespace AudioCore {
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using DSPStateHolder = std::array<VoiceState*, 6>;
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using DSPStateHolder = std::array<VoiceState*, AudioCommon::MAX_CHANNEL_COUNT>;
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class AudioOut;
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struct RendererInfo {
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u64_le elasped_frame_count{};
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INSERT_PADDING_WORDS(2);
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};
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static_assert(sizeof(RendererInfo) == 0x10, "RendererInfo is an invalid size");
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class AudioRenderer {
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public:
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AudioRenderer(Core::Timing::CoreTiming& core_timing, Core::Memory::Memory& memory_,
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@ -53,14 +47,14 @@ public:
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std::shared_ptr<Kernel::WritableEvent> buffer_event, std::size_t instance_number);
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~AudioRenderer();
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ResultCode UpdateAudioRenderer(const std::vector<u8>& input_params,
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std::vector<u8>& output_params);
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[[nodiscard]] ResultCode UpdateAudioRenderer(const std::vector<u8>& input_params,
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std::vector<u8>& output_params);
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void QueueMixedBuffer(Buffer::Tag tag);
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void ReleaseAndQueueBuffers();
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u32 GetSampleRate() const;
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u32 GetSampleCount() const;
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u32 GetMixBufferCount() const;
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Stream::State GetStreamState() const;
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[[nodiscard]] u32 GetSampleRate() const;
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[[nodiscard]] u32 GetSampleCount() const;
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[[nodiscard]] u32 GetMixBufferCount() const;
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[[nodiscard]] Stream::State GetStreamState() const;
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private:
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BehaviorInfo behavior_info{};
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