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https://github.com/Ryujinx/Ryujinx.git
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dff138229c
* amadeus: Allow OOB read of GC-ADPCM coefficients Fixes "Ninja Gaiden Sigma 2" and possibly "NINJA GAIDEN 3: Razor's Edge" * amadeus: Fix wrong variable usage in delay effect We should transform the delay line values, not the input. * amadeus: Update GroupedBiquadFilterCommand documentation * amadeus: Simplify PoolMapper alignment checks * amadeus: Update Surround delay effect matrix to REV11 * amadeus: Add drop parameter support and use 32 bits integers for estimate time Also implement accurate ExecuteAudioRendererRendering stub. * Address gdkchan's comments * Address gdkchan's other comments * Address gdkchan's comment
74 lines
2.5 KiB
C#
74 lines
2.5 KiB
C#
using Ryujinx.Audio.Common;
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using Ryujinx.Audio.Renderer.Common;
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using System;
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using static Ryujinx.Audio.Renderer.Parameter.VoiceInParameter;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public class PcmFloatDataSourceCommandVersion1 : ICommand
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{
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public bool Enabled { get; set; }
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public int NodeId { get; }
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public CommandType CommandType => CommandType.PcmFloatDataSourceVersion1;
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public uint EstimatedProcessingTime { get; set; }
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public ushort OutputBufferIndex { get; }
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public uint SampleRate { get; }
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public uint ChannelIndex { get; }
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public uint ChannelCount { get; }
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public float Pitch { get; }
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public WaveBuffer[] WaveBuffers { get; }
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public Memory<VoiceUpdateState> State { get; }
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public DecodingBehaviour DecodingBehaviour { get; }
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public PcmFloatDataSourceCommandVersion1(ref Server.Voice.VoiceState serverState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId)
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{
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Enabled = true;
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NodeId = nodeId;
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OutputBufferIndex = (ushort)(channelIndex + outputBufferIndex);
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SampleRate = serverState.SampleRate;
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ChannelIndex = channelIndex;
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ChannelCount = serverState.ChannelsCount;
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Pitch = serverState.Pitch;
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WaveBuffers = new WaveBuffer[Constants.VoiceWaveBufferCount];
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for (int i = 0; i < WaveBuffers.Length; i++)
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{
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ref Server.Voice.WaveBuffer voiceWaveBuffer = ref serverState.WaveBuffers[i];
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WaveBuffers[i] = voiceWaveBuffer.ToCommon(1);
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}
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State = state;
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DecodingBehaviour = serverState.DecodingBehaviour;
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}
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public void Process(CommandList context)
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{
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Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
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DataSourceHelper.WaveBufferInformation info = new DataSourceHelper.WaveBufferInformation
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{
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SourceSampleRate = SampleRate,
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SampleFormat = SampleFormat.PcmFloat,
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Pitch = Pitch,
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DecodingBehaviour = DecodingBehaviour,
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ExtraParameter = 0,
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ExtraParameterSize = 0,
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ChannelIndex = (int)ChannelIndex,
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ChannelCount = (int)ChannelCount,
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};
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DataSourceHelper.ProcessWaveBuffers(context.MemoryManager, outputBuffer, ref info, WaveBuffers, ref State.Span[0], context.SampleRate, (int)context.SampleCount);
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}
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}
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} |