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* Haydn: Part 1 Based on my reverse of audio 11.0.0. As always, core implementation under LGPLv3 for the same reasons as for Amadeus. This place the bases of a more flexible audio system while making audout & audin accurate. This have the following improvements: - Complete reimplementation of audout and audin. - Audin currently only have a dummy backend. - Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL). - Audio Renderer now can output to 5.1 devices when supported. - Audio Renderer init its backend on demand instead of keeping two up all the time. - All backends implementation are now in their own project. - Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this. As a note, games having issues with OpenAL haven't improved and will not because of OpenAL design (stopping when buffers finish playing causing possible audio "pops" when buffers are very small). * Update for latest hexkyz's edits on Switchbrew * audren: Rollback channel configuration changes * Address gdkchan's comments * Fix typo in OpenAL backend driver * Address last comments * Fix a nit * Address gdkchan's comments |
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AdpcmDataSourceCommandVersion1.cs | ||
AuxiliaryBufferCommand.cs | ||
BiquadFilterCommand.cs | ||
CircularBufferSinkCommand.cs | ||
ClearMixBufferCommand.cs | ||
CommandList.cs | ||
CommandType.cs | ||
CopyMixBufferCommand.cs | ||
DataSourceVersion2Command.cs | ||
DelayCommand.cs | ||
DepopForMixBuffersCommand.cs | ||
DepopPrepareCommand.cs | ||
DeviceSinkCommand.cs | ||
DownMixSurroundToStereoCommand.cs | ||
ICommand.cs | ||
MixCommand.cs | ||
MixRampCommand.cs | ||
MixRampGroupedCommand.cs | ||
PcmFloatDataSourceCommandVersion1.cs | ||
PcmInt16DataSourceCommandVersion1.cs | ||
PerformanceCommand.cs | ||
Reverb3dCommand.cs | ||
ReverbCommand.cs | ||
UpsampleCommand.cs | ||
VolumeCommand.cs | ||
VolumeRampCommand.cs |