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Replace NaN mix volume samples with silence.
Fixes Xenoblade Chronicles 2 blowing out the audio.
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1 changed files with 9 additions and 0 deletions
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@ -42,6 +42,15 @@ void ApplyMix(std::span<s32> output, std::span<const s32> input, s32 gain, s32 s
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s32 ApplyMixRamp(std::span<s32> output, std::span<const s32> input, float gain, float delta,
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s32 ApplyMixRamp(std::span<s32> output, std::span<const s32> input, float gain, float delta,
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s32 sample_count) {
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s32 sample_count) {
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// XC2 passes in NaN mix volumes, causing further issues as we handle everything as s32 rather
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// than float, so the NaN propogation is lost. As the samples get further modified for
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// volume etc, they can get out of NaN range, so a later heuristic for catching this is
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// more difficult. Handle it here by setting these samples to silence.
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if (std::isnan(gain)) {
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gain = 0.0f;
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delta = 0.0f;
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}
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s32 x = 0;
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s32 x = 0;
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for (s32 i = 0; i < sample_count; i++) {
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for (s32 i = 0; i < sample_count; i++) {
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x = static_cast<s32>(static_cast<float>(input[i]) * gain);
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x = static_cast<s32>(static_cast<float>(input[i]) * gain);
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