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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@ -12,10 +12,16 @@ std::size_t SinkContext::GetCount() const {
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return sink_count;
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}
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void SinkContext::UpdateMainSink(SinkInfo::InParams& in) {
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void SinkContext::UpdateMainSink(const SinkInfo::InParams& in) {
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ASSERT(in.type == SinkTypes::Device);
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downmix = in.device.down_matrix_enabled;
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if (downmix) {
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downmix_coefficients = in.device.down_matrix_coef;
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}
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in_use = in.in_use;
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use_count = in.device.input_count;
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std::memcpy(buffers.data(), in.device.input.data(), AudioCommon::MAX_CHANNEL_COUNT);
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buffers = in.device.input;
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}
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bool SinkContext::InUse() const {
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@ -28,4 +34,12 @@ std::vector<u8> SinkContext::OutputBuffers() const {
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return buffer_ret;
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}
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bool SinkContext::HasDownMixingCoefficients() const {
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return downmix;
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}
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const std::array<float_le, 4>& SinkContext::GetDownmixCoefficients() const {
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return downmix_coefficients;
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}
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} // namespace AudioCore
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