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Replace NaN mix volume samples with silence.

Fixes Xenoblade Chronicles 2 blowing out the audio.
This commit is contained in:
Kelebek1 2021-07-08 14:23:49 +01:00
parent 91a4a924b1
commit 7905eb0254

View file

@ -42,6 +42,15 @@ void ApplyMix(std::span<s32> output, std::span<const s32> input, s32 gain, s32 s
s32 ApplyMixRamp(std::span<s32> output, std::span<const s32> input, float gain, float delta, s32 ApplyMixRamp(std::span<s32> output, std::span<const s32> input, float gain, float delta,
s32 sample_count) { s32 sample_count) {
// XC2 passes in NaN mix volumes, causing further issues as we handle everything as s32 rather
// than float, so the NaN propogation is lost. As the samples get further modified for
// volume etc, they can get out of NaN range, so a later heuristic for catching this is
// more difficult. Handle it here by setting these samples to silence.
if (std::isnan(gain)) {
gain = 0.0f;
delta = 0.0f;
}
s32 x = 0; s32 x = 0;
for (s32 i = 0; i < sample_count; i++) { for (s32 i = 0; i < sample_count; i++) {
x = static_cast<s32>(static_cast<float>(input[i]) * gain); x = static_cast<s32>(static_cast<float>(input[i]) * gain);