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amadeus: Fix reverb 3d mono wrong delay line offset (#1742)
This fix reverb 3d mono rendering using -1 instead of 1 for delay line offset. I also did some clean up as this value is now used by all channel variants. Now Resident Evil 6 goes in-gane.
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1 changed files with 7 additions and 13 deletions
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@ -83,34 +83,28 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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private void ProcessReverb3dMono(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
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{
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const int delayLineSampleIndexOffset = -1;
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ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableMono, TargetEarlyDelayLineIndicesTableMono, TargetOutputFeedbackIndicesTableMono, delayLineSampleIndexOffset);
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ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableMono, TargetEarlyDelayLineIndicesTableMono, TargetOutputFeedbackIndicesTableMono);
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}
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private void ProcessReverb3dStereo(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
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{
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const int delayLineSampleIndexOffset = 1;
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ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableStereo, TargetEarlyDelayLineIndicesTableStereo, TargetOutputFeedbackIndicesTableStereo, delayLineSampleIndexOffset);
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ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableStereo, TargetEarlyDelayLineIndicesTableStereo, TargetOutputFeedbackIndicesTableStereo);
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}
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private void ProcessReverb3dQuadraphonic(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
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{
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const int delayLineSampleIndexOffset = 1;
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ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableQuadraphonic, TargetEarlyDelayLineIndicesTableQuadraphonic, TargetOutputFeedbackIndicesTableQuadraphonic, delayLineSampleIndexOffset);
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ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableQuadraphonic, TargetEarlyDelayLineIndicesTableQuadraphonic, TargetOutputFeedbackIndicesTableQuadraphonic);
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}
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private void ProcessReverb3dSurround(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
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{
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const int delayLineSampleIndexOffset = 1;
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ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableSurround, TargetEarlyDelayLineIndicesTableSurround, TargetOutputFeedbackIndicesTableSurround, delayLineSampleIndexOffset);
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ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableSurround, TargetEarlyDelayLineIndicesTableSurround, TargetOutputFeedbackIndicesTableSurround);
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}
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private void ProcessReverb3dGeneric(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount, ReadOnlySpan<int> outputEarlyIndicesTable, ReadOnlySpan<int> targetEarlyDelayLineIndicesTable, ReadOnlySpan<int> targetOutputFeedbackIndicesTable, int delayLineSampleIndexOffset)
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private void ProcessReverb3dGeneric(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount, ReadOnlySpan<int> outputEarlyIndicesTable, ReadOnlySpan<int> targetEarlyDelayLineIndicesTable, ReadOnlySpan<int> targetOutputFeedbackIndicesTable)
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{
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const int delayLineSampleIndexOffset = 1;
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ref Reverb3dState state = ref State.Span[0];
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bool isMono = Parameter.ChannelCount == 1;
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